Physics Change based on FPS

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  • I made this small cap to show that the FPS drastically changes the way the Physics behavior works. Try it with various FPS settings.

    I noticed this when I tried running my main project on an older computer.

  • Ola amigos, want to buy some Jumping Bricks?

    <img src="http://caoimhin.mooo.com/upload/1237410412.png">

    <img src="http://caoimhin.mooo.com/upload/1237410249.gif">

    Fiesta!!!!

    ps. This been taken at 200fps (60hz monitor refresh)

  • you're right.

    I tried several things to stabilize the physics at low framerates, and nothing seems to do the trick. in general, I think at this point physics can only be used for cool effects. It would be a bad idea to make a physics based game. There's alot of glitchy things about physics. I use it alot to make things look cool, but I wouldn't be trying to make the next 'world of goo' with it.

  • Application properties -> Advanced -> Override Time Delta

    And its fixed

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  • ...or alternatively, set a minimum FPS (in the same options area). This avoids problems associated with overriding TimeDelta, since it doesn't tie your game speed to your refresh rate. 60 seems to work well!

    Of course, you're still going to get slowdown where you would have had glitchiness before - but if you're overloading the computer, it has to slow down or skip stuff, those are really the only options.

  • Application properties -> Advanced -> Override Time Delta

    And its fixed

    Then the game will run in slowmo

    Everything in my main project is based on the physics.

    Hopefully this will get fixed soon, in the mean time I will have to stick to testing it on a fast enough machine.

    ps

    The jumping beans are awesome

  • if you're overloading the computer, it has to slow down or skip stuff, those are really the only options.

    This is absolutely true. How can this be fixed other than making your application use less CPU?

  • now you know how they felt when they made crysis

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