Search found 3 matches
- Wed May 27, 2015 8:39 am
- Forum: Support and Development
- Topic: Physics - What's a good workaround for maximum velocity?
- Replies: 4
- Views: 3245
Re: Physics - What's a good workaround for maximum velocity?
That makes it sound like your simulation is too expensive, check if you are having a high cpu load while playing your game. I checked. The Löve process was the only one I found and that one never even gets over 0% CPU. It's not a complicated game, it's basically Asteroids, but with more asteroids.
- Tue May 26, 2015 1:45 pm
- Forum: Support and Development
- Topic: Physics - What's a good workaround for maximum velocity?
- Replies: 4
- Views: 3245
Re: Physics - What's a good workaround for maximum velocity?
Hi Ivan, thanks for the quick reply! The maximum velocity constrain in Box2D is very high - in the hundreds That's what I read. I don't understand why it's so low for me, and why that seems to correlate with the number of asteroids, which are completely separate objects, especially when set to 'kine...
- Tue May 26, 2015 10:11 am
- Forum: Support and Development
- Topic: Physics - What's a good workaround for maximum velocity?
- Replies: 4
- Views: 3245
Physics - What's a good workaround for maximum velocity?
Hey people, I'm making a top-down spaceship game (like Asteroids). But I'm struggling to understand the maximum velocity limitation of love.physics. To move I apply a linear force, simulating the thrusters. I kind of learnt to live with the ship not accelerating beyond a certain velocity (after all,...