im_pro_viz's Recent Forum Activity

  • Hi! How can I get the speed of rotation, if I set "every tick" "angle toward position"?

    And Is it possible, to get the speed of movement separately for x, and y without using any behavior? I know that there is an expression for physics behavior, like "VelocsityX, and VelocityY. But I can't understand how to get the speed, if my object moves using different formulas.

  • after many experiments, I found that the movement of a physical objects can be framerate independent. But rotation, such as joints, or angular velocity, or even torque depends on fps and give different velocity. The difference in simulations in different fps appears only after any rotation via physics engine. I do not know how to make physics manually, but it seems my whole project went down the drain (

  • Hi! I made this simple example, to explain the problem. The physics sprite(black) falls down, and when it reaches the yellow sprite.Y, a distance joint creates. And then the joint removes when it reaches the yellow sprite.Y again. The problem is, that in different fps, the jump height is different. Although timings are quite similar, and even the speed of falling is almost the same. and the lower the fps, the lower it jumps. Stepping mode is set to "framerate independent" but it doesn't help. how can I achieve at least approximately the same result at different fps? (the texts below and above on video, show the time when the joint is created, and when it reaches its highest point)

    Or, how can I set the maximum framerate for my game to 60 for example?

    I am grateful in advance for your help.

    youtu.be/jOHocM5sfh4

  • You do not have permission to view this post

  • I meant that when the velocity is set to 0, the sprite should not move. Just to make it clearer that the sprite is shifting

  • it won't help. the sprite must constantly move, and over time, there is an offset from the desired path.

  • No. Even if there is no any connection, when i set manually velosity to 0, its moving down anyway.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I need moveble physic

  • even if I set the velocity to 0, the same result. it's gradually moving down

  • Hi! I made this simple example to show the problem.

    Logically, the white sprite (sprite2) should not move. But it is gradually moving down.

    It is very important to me that sprite2 remains physical, because I need its inertia at the moment of disconnecting the bundle to sprite3 ,

    drive.google.com/file/d/1ULfvBhLQQ124Eqx-00JvAhBfjUU25f2z/view

  • thank you very much! It helped me a lot

  • thank you very much. but could you show me how to make such a fuction? I can't do it in any way

im_pro_viz's avatar

im_pro_viz

Member since 5 Jun, 2020

None one is following im_pro_viz yet!

Trophy Case

  • 4-Year Club
  • Regular Visitor Visited Construct.net 7 days in a row
  • RTFM Read the fabulous manual
  • Email Verified

Progress

7/44
How to earn trophies