Typically an object movement is done like this:
x_position+=x_speed_vector_component;
y_position+=y_speed_vector_component;
z_position+=z_speed_vector_component;
z_speed_vector_component+=gravity;
But now I only get for example, 60 fps maximum. However, in quake I can get 200 fps or even more. Should I always multiply those movement-things with some frame-multiplier?
x_position+=x_speed_vector_component*frame_length;
y_position+=y_speed_vector_component*frame_length;
z_position+=z_speed_vector_component*frame_length;
z_speed_vector_component+=gravity*frame_length;
But doesn''t this affect in movement (f.e. gravity adding is now done more often/rarely)
-Hans
Half-frames to get more fps?
Hmmm!
I'm not sure I understood your question right but...
What I would do is get the time to render/make AI/pathfinding etc and multiply this to the movement (units) per second.
Like:
float time2MakeAllThingsHappen;
x_position += time2MakeAllThingsHappen * Xunitsperseconds;
y_position += time2MakeAllThingsHappen * Yunitsperseconds;
Hope that helped.
The dictionary is the only place where success comes before work.
Edited by - errand on 2/3/00 1:08:53 PM
Edited by - errand on 2/3/00 1:12:18 PM
I'm not sure I understood your question right but...
What I would do is get the time to render/make AI/pathfinding etc and multiply this to the movement (units) per second.
Like:
float time2MakeAllThingsHappen;
x_position += time2MakeAllThingsHappen * Xunitsperseconds;
y_position += time2MakeAllThingsHappen * Yunitsperseconds;
Hope that helped.
The dictionary is the only place where success comes before work.
Edited by - errand on 2/3/00 1:08:53 PM
Edited by - errand on 2/3/00 1:12:18 PM
Death is lifes way saying your fired.
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