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Apr 13, 2017 at 12:18 history edited CommunityBot
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Jun 14, 2012 at 23:43 comment added Mike Cluck That's where things get tricky. This particular system of collision resolution doesn't do well with FPS spikes but you can work around it for most cases by clamping your change in position. Vector2 change = velocity * elapsed; change.Y = MathHelper.Clamp(change.Y, -MaxFallSpeed, MaxFallSpeed); Position += change;
Jun 14, 2012 at 23:02 comment added Cyral After more debugging, What about fps changes? How could I change the maxSpeed to work with fps (ie. If fps is 30, and Tile.Height is 16, what should maxspeed be?)
Jun 11, 2012 at 20:31 vote accept Cyral
Jun 11, 2012 at 20:31 comment added Cyral Awesome explanation! (Hey my drawing skills are no better, thats why Im coding the game) I set the max fall speed to 256(16 per frame) it works great! I knew I was close. Thanks!
Jun 11, 2012 at 20:18 history answered Mike Cluck CC BY-SA 3.0