| bio | website | |
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| visits | member for | 11 months |
| seen | Apr 4 at 18:04 | |
| stats | profile views | 4 |
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Jul 10 |
comment |
Game getting progressively laggier? I can try that, however answers I get on here can be useful for my later projects or in case I don't manage to improve anything after profiling. |
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Jul 10 |
revised |
Game getting progressively laggier? added 736 characters in body |
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Jul 10 |
awarded | Commentator |
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Jul 10 |
comment |
Game getting progressively laggier? Basically it does not have any intervals, it has a state variable which represents if the jump button is pressed. Then during every game step it checks if that state variable is true, if it is it basically moves the player further upwards, and if it isnt anymore it makes him fall normally. It also has a value that represents the maximal amount of time it will keep speeding upwards until it starts falling automatically. To interpolate some stuff related to the jumping I use Math.log() wuite a few times. |
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Jul 10 |
comment |
Game getting progressively laggier? Well I have objects, which are players. Those don't need collisons yet, so they dont have any. Then I got my Platforms, which are described by 2 x values and one y value, and I basically check if a player "collides" with the line described by those values my platforms have. |
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Jul 10 |
comment |
Game getting progressively laggier? @Tharwen That's one problem, I dont want to have to post my full code here, not only because I dont want you looking at it but also because it would be quite alot to put into a post here. |
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Jul 10 |
comment |
Game getting progressively laggier? what do you mean by brute force collision detection? |
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Jul 10 |
awarded | Editor |
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Jul 10 |
revised |
Game getting progressively laggier? added 133 characters in body |
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Jul 10 |
comment |
Game getting progressively laggier? You sure about it? It's 32 KB of code, I really dont want to "force" anyone to read that much code. What I acctually wanted was some sort of list or something of things that cause such behaviour in general. |
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Jul 10 |
asked | Game getting progressively laggier? |
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Jul 4 |
comment |
How do I interpolate air drag with a variable time step? Also there is a little problem with the ln(), if 1-k*t*v0 is smaller than 0 it's a ln of a negative number, what doesn't work. EDIT: Nevermind, since k is negative that will never happen... |
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Jul 4 |
comment |
How do I interpolate air drag with a variable time step? Or can I simply attach my '+g*v^2/2' to that? I dont think tough... |
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Jul 4 |
comment |
How do I interpolate air drag with a variable time step? This is more like what I was searching for than the other answer, however I don't see g, the gravity, in your formulas. How would I put that into those formulas? |
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Jul 4 |
accepted | How do I interpolate air drag with a variable time step? |
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Jul 4 |
awarded | Student |
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Jul 4 |
awarded | Scholar |
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Jul 4 |
comment |
How do I interpolate air drag with a variable time step? I think I get your idea now... However I am worried about the "spiral of death" mentioned in the article you provided. I'll see what I can do about that. Thank you for your help! |
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Jul 4 |
comment |
How do I interpolate air drag with a variable time step? To my understanding your code acctually calculates a frame for every tick, eventough the game loop only runs like once every e.g. 30 ticks. In that case your game still acts as tough it would make a step every tick, eventough it acctually makes a step every 30 ticks, but one that acts as tough it was 30 individual frames? Am I getting this right. |
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Jul 4 |
asked | How do I interpolate air drag with a variable time step? |