The Issue:
When running projects at higher frame rates, the physics engine behaves unpredictably. Objects within the game world start to slow down and behave irregularly. This issue appears to be linked to the timing mechanism or some internal logic within the physics engine.
Severity:
This problem severely hampers the development process, making it difficult to create smooth and responsive gameplay experiences. It forces users to lock the frame rate at 60 FPS to achieve a level of stability, which is not ideal for many projects that could benefit from higher frame rates.
Impact:
- Slows down game development.
- Compromises the quality of physics-based interactions.
- Makes it challenging to create fast-paced or action-packed games.
Workaround:
The closest workaround we've found is to set display factors and related parameters to extremely low values. However, this approach introduces a new set of challenges, requiring adjustments to speeds, gravity, and other factors, making it inconvenient and impractical for most projects.
Request:
I kindly request that the development team investigates this issue and considers addressing it in future updates. It would greatly enhance the usability and effectiveness of Clickteam Fusion 2.5 for a wide range of game development projects.