henriquesv's Recent Forum Activity

  • CocoonJS works with Android 2.3+ ...

  • Please, post your link once again.

    What do you mean with "dial"?

  • Yes! Nice!

    If you can, post your final solution.. this way others can learn from your hard work! =)

  • So... you have to measure distance from the start point of the touch to its final touch.

    Try this:

    event: when touch starts -> action: save touch's X and Y in global variables

    event: when touch ends -> action 1: save distance from those coordinates to the last touch X and Y; use the funcion "distance" like distance(x1,y1,x2,y2)

    action 2: use the distance number as a reference to the force applied

    =)

    Let me know if you get stucked or succeed!

  • Hi markofb84, try to apply Torque towards the wheel at certain degree.

    Check a simple sample that I have attached.

    Cheers!

  • Thanks Guys! I will give it a try tomorrow! I will let you know.

    Schoening, this is your old desktop? I was working with this old desktop:

    Intel Pentium Dual E2140 - 3,00GB / Win7 64bit

    =)

  • > Hi, I also tried CocoonJS... it is not worthy! Compilation takes a lot of time and it can be even slower.. =(

    >

    > Seems like I have to quit using embedded physics and aim some work-around....

    >

    Physics is always an issue with JavaScript. But I am getting smooth 60fps on my old desktop.

    Schoening, could you please tell me your old desktop's specs and what web browser are you using?

    Thanks!

  • > its pretty obviuos that your project or your pc is not running webgl, but canvas2d... that why you get bad pefromance.

    >

    Are you sure about that? As far as I know physics have nothing to do with WebGL. This all runs in JavaScript. Not on the GPU. His graphics hardly matter for such a simple demo.

    That's what I thought.

  • One last suggestion I can make regarding physics:

    change the Precision of the physic simulation using the action "Set stepping iterations" for one of the object (will apply to every object using the physics behavior), a lower value is faster

    Also if slowing down is the issue, maybe you can also change the stepping mode with the "Set stepping mode" action, which will also apply to all of them.

    https://www.scirra.com/manual/98/physics

    Aphrodite, thanks for your suggetions. Looks like it got better.... but not smooth yet on Android. I think that I will have to publish it only for the new devices. =/

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  • For instance:

    Timer 1 (0.01s): check if the touch has been released and if it is touching. Add 1 to the counter.

    Timer 2 (0.5s): check how many touches happened and set this number to a color scale; clear counter;

    =)

  • You could do this:

    Set the timer to minimum period (increase frequency) and count how many touches it gets in a larger amount of time.

  • Hummm I see... let me think about it!

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henriquesv

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