Skip to main content

Timeline for Resolution independent physics

Current License: CC BY-SA 3.0

8 events
when toggle format what by license comment
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