[Author Prev][Author Next][Thread Prev][Thread Next][Author Index][Thread Index]

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