AndyKayJah's Recent Forum Activity

  • I've set my characters collision object as a circle, and to move left and right it sets angular velocity clockwise or anticlockwise. It actually works pretty good.. Changing the friction adjusts the inertia.

    Sounds fun, especially when riding across other physics objects.

    In my Case it's flying with two button controls.

    left button: turn left(and accellerate a little);

    right button: turn right(and accellerate a little);

    both buttons: accellerate

    For today I've spent enough time on this issue, tomorrow I'll test your approach from above ;)

    Thanks again

  • keepee: sorry, I think you got me wrong...

    I used "apply torque" to spin my object and Sprite.Physics.Angular Velocity to measure the max rotation speed (got angular damping). And I used (or used not) the dt in the apply torque action...

    apply torque with dt > spinning way too fast on low framerate

    apply torque without dt > spinning way too slow on low framerates, but displaying the same angular velocity like on 60FPS

  • If you want, upload your project file so i can take a look at it. My current project use a lot physics too, maybe i can find your mistake.

    The only mistake I made was to test on low end computers ;) so far everything worked perfectly, but anything below 30FPS is a complete mess.

  • keepee: Thanks a lot for your reply, this one sounds quite promising and I will give it a shot.

    In the meantime I kept on experimenting some more and it looks like my impulses are working out so far...

    Framerate independent movement activated AND dt on my impulse gives me satisfying results... must have overlooked this earlier because rotation still won't work as it should:

    I'm rotating my object by applying torque

    without dt rotation on lower framerates is much too slow and with dt rotation on lower framerates is much too fast.

    When measuring the angular velocity of my Sprite using "Sprite.Physics.AngularVelocity" WITHOUT dt I get the exact same values on all framerates, while still on lower framerates my sprite is rotating much much slower than on 60FPS.

    This seems odd, because the manual says AngularVelocity outputs "The current angular velocity (rate of rotation) of the physics object, in degrees per second." and not degrees per tick or something.

    So I'm still struggling^^

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  • If you use

    Button: "On clicked" => Sprite : "Apply Physics Impulse towards position"

    it will only trigger once per click.

    Thanks, but this one won't help in my case, because I don't need a single impulse. I want the sum of the impulses applied over time to be the same on any framerate.

  • Physics based controls and delta time frustration...

    I have a physics object, which is affected by gravity. I accellerate it using a physics impulse triggered by pressing a button.

    Now I have the very frustrating problem, that accelleration is varying extremely on different frame rates (different devices) even though I switched the physics behaviour to "framerate independent"

    Same goes for rotation(when applying torque to the object)

    My theory on this problem is, that the button press triggers the impulse every tick... So when running at 60FPS I have 60 impulses added to my object per second and on 30FPS I have 30 impulses added to my object. I tried to fix this using the dt-expression on the value for my accelleration ( acc * dt ) adding the same amount of thrust over time... but it didn't work. Accelleration still varies extremely...

    So what can I do to fix this?

  • Hey there,

    I was trying to make dynamic music for my game I am developing for fun.

    I do this with 8second samples being triggered every 8 seconds. When a game condition changes, different samples are triggered.

    Everything works fine so far. In the browser and as a webkit node export everything is fine, but when testing on my Nexus 7 with cocoon JS all the samples are cut off after around 3 seconds.

    Is there a limit for soundsamples on Android?

    I aready tried lower bitrates, but it still has the same errors... any Ideas on this?

    Greetz

    EDIT: I also noticed performance drops on Android, when using sounds.

    Andy

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AndyKayJah

Member since 23 Mar, 2013

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