nolf2-modernizer icon indicating copy to clipboard operation
nolf2-modernizer copied to clipboard

Movement speed is affected by framerate

Open haekb opened this issue 4 years ago • 6 comments

I suspected as much, but could never actually time it correctly. I finally found a spot that timed 1.70 seconds with 60fps, and 2.8 seconds with 800-1000~ fps.

Y I K E S.

haekb avatar Jun 11 '20 02:06 haekb

This might be engine dependent as it seems the physics engine module does the actual velocity calculation based on the acceleration we feed it. Hmmm

haekb avatar Jun 18 '20 18:06 haekb

Okay after testing some runs, it seems to be the acceleration code itself.

haekb avatar Jun 18 '20 19:06 haekb

Okay I've pushed a fix onto bugs/49-movement-speed-affected-by-fps. I've done a few tests and they're about the same. There might be some small deceleration issues, but it's much closer now.

...however jumping height is completely broken. Hmm...

haekb avatar Jul 06 '20 19:07 haekb

Hmm so the way I grab velocity and handle it myself, breaks swimming and ladder climbing.

I'll need a way to track a non-mutated y velocity even if it changes mid jump.

haekb avatar Jul 08 '20 19:07 haekb

Putting this ticket on hold. It'll block all the high framerate goodness, but I think I wanna just get this out in the world in a timely fashion.

haekb avatar Jul 10 '20 04:07 haekb

It might be better to keep it at a 60fps lock, and then interpolate position data. Mouse look wouldn't be bound to this cap.

haekb avatar Sep 20 '20 04:09 haekb