Search found 15 matches
- Sat Feb 15, 2014 6:22 pm
- Forum: Support and Development
- Topic: Collision issue with lower FPS
- Replies: 10
- Views: 4540
Re: Collision issue with lower FPS
Ohh. Thanks! I feel so stupid now. Ok, time to do some cleanup and make it extendable and manageable. Thanks for the help.
- Sat Feb 15, 2014 6:07 pm
- Forum: Support and Development
- Topic: Collision issue with lower FPS
- Replies: 10
- Views: 4540
Re: Collision issue with lower FPS
Yay, I fixed it by moving gravity code before collision code, but I don't understand why it didn't work when it was the other way around. Let's simplyfy it: 1. if a collidable tile is one pixel beneath the player - set velocity to 0, move player to exactly one pixel above said tile 2. player y-posit...
- Sat Feb 15, 2014 12:41 pm
- Forum: Support and Development
- Topic: Collision issue with lower FPS
- Replies: 10
- Views: 4540
Re: Collision issue with lower FPS
Yeah, I noticed that. As for the jerk, it doesn't happen all the time: https://dl.dropboxusercontent.com/u/743494/mehmeh.mp4 Note that it also happens when jumping straight up, so it's not due to jumping diagonally in the video. ;) As for other findings, yeah, I've seen them too, but as you said - i...
- Fri Feb 14, 2014 8:37 pm
- Forum: Support and Development
- Topic: Collision issue with lower FPS
- Replies: 10
- Views: 4540
Re: Collision issue with lower FPS
There is a jerk while moving the player outside the bottom tile (but only visible in 60 FPS, not in 500 FPS), it's in the code already.
- Fri Feb 14, 2014 8:17 pm
- Forum: Support and Development
- Topic: Collision issue with lower FPS
- Replies: 10
- Views: 4540
Re: Collision issue with lower FPS
You need to move your player right outside the tile once he collides with it. Your tiles are all the same size, it should be easy to check for the closest free X and Y coordinates to move your player to upon collision. Thanks. But what about that visible jerk while pushing the player outside? I rec...
- Fri Feb 14, 2014 1:24 pm
- Forum: Support and Development
- Topic: Limiting FPS in 0.9.0
- Replies: 17
- Views: 6630
Re: Limiting FPS in 0.9.0
Many games have FPS limiters, most of them are 3D though.
- Fri Feb 14, 2014 1:22 pm
- Forum: Support and Development
- Topic: Collision issue with lower FPS
- Replies: 10
- Views: 4540
Collision issue with lower FPS
Hi, This is my game: https://dl.dropboxusercontent.com/u/743494/MehMeh.love function love.load(arg) scaleAmount = love.graphics.getHeight()/480 base = {} base.scale = 2 hero = {} hero.sprite = love.graphics.newImage("assets/heroSprite.png") hero.sprite:setFilter("linear", "n...
- Fri Feb 14, 2014 1:07 pm
- Forum: Support and Development
- Topic: Limiting FPS in 0.9.0
- Replies: 17
- Views: 6630
Re: Limiting FPS in 0.9.0
Good point. I'll leave the question hanging though, because I'd like to limit the FPS anyway for cases when one does not want to use vsync but still wants to keep CPU usage as low as possible.
- Fri Feb 14, 2014 12:19 pm
- Forum: Support and Development
- Topic: Limiting FPS in 0.9.0
- Replies: 17
- Views: 6630
Re: Limiting FPS in 0.9.0
That's a good point, but I'm still learning that bit. Could you point me to an easy-to-understand FPS-independent implementation overview? I'm doing standard box collisions. So far I can't get rid of a slight 1-frame jerk as soon as the player hits the ground after jumping (which isn't present with ...
- Thu Feb 13, 2014 9:04 pm
- Forum: Support and Development
- Topic: Limiting FPS in 0.9.0
- Replies: 17
- Views: 6630
Re: Limiting FPS in 0.9.0
Well, it's not completely irrelevant. I do agree it's a minor thing and doesn't influence the game's logic, but it's still bugging me. Ah well, no point in worrying about it now.