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Re: [pygame] frame independant movement
On Aug 27, 2010, at 9:06 AM, James Paige wrote:
> On Fri, Aug 27, 2010 at 08:43:59AM -0700, Brian Fisher wrote:
>> So you asked "what else do you need?" well the answer is if you want
>> consistent non-linear physics (like say you want the players to jump the
>> same all the time), then the "else" you need is fixed size timesteps for
>> your physical simulation.
>
> I seem to remember that one of the Quake games (or was it all of them?)
> did this /wrong/. The distance your character could jump was affected by
> your frame rate, making certain hard jumps impossible at certain frame
> rates.
This page explains that issue nicely:
http://www.niksula.cs.hut.fi/~hkankaan/Homepages/gravity.html
-Casey