Timeline for Resolution independent physics
Current License: CC BY-SA 3.0
8 events
when toggle format | what | by | license | comment | |
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Jun 14, 2014 at 21:48 | comment | added | Sean Middleditch | Are you factoring time into your equations? It doesn't look like you are. Not doing so would cause different jump heights depending on the frame rate. | |
Jun 14, 2014 at 21:23 | answer | added | Brian DeWolff | timeline score: 1 | |
Jun 7, 2014 at 14:13 | comment | added | user46877 | That is what I'm searching for, but I don't know how to implement this and I also can't find any code examples on this. Sorry if this is something really simple but I can't think clearly right know. | |
Jun 7, 2014 at 13:28 | comment | added | Gustavo Maciel | You have to define your units. For example, choose meters. The character will be 1m tall, the gravity is -10m, and on. | |
Jun 7, 2014 at 13:04 | comment | added | bummzack | The physics simulation should never scale. Scale your rendering instead. | |
Jun 7, 2014 at 12:38 | review | First posts | |||
Jun 7, 2014 at 15:39 | |||||
Jun 7, 2014 at 12:30 | comment | added | ssb | Why are you tying your physics calculations to screen resolution? | |
Jun 7, 2014 at 12:21 | history | asked | user46877 | CC BY-SA 3.0 |