Physic speed value is affected by frame rate

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  • Changing the frame rate seems to have an affect on a physic objects 'Speed ( "Active" )'.
    It kind of screws up some things in my project if the frame rate drops, as I am basing some functions of 'Speed ( "Active" )'.

    Not sure if this is a bug?
    If not, can I use a different expression to take varying frame rate into consideration?

    Uploading mfa showing what I mean.
    Change the frame rate and pay attention to the counters that are highlighted in blue.

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  • They don't use delta time in the physics extensions for some reason (even though it's possible) - There is no way to make sure the physics simulates the same way with frame rate changes until they add this "feature".

    Please login to see this link. - for any Clickteam programmers reading this thread ;) It is possible as shown in this example article.

  • Using delta time for physics is never a good idea. Even the Unity engine which seems to revolve around a (flawed) variable timestep paradigm, still runs its physics on a fixed timestep. With variable timestep objects could easily go through walls and glitch out as their movement is extrapolated inconsistently. "Real" physics is kludgy and non-deterministic as it is, why make it worse?

    Checking "machine independent speed" in the application settings will run multiple updates to catch up when the drawing is slow. This gives you the best of both worlds --- your game will run on a fixed timestep, but it'll keep a similar speed when the framerate drops, it'll just look chunkier.

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  • I want to limit the max speed of the physic objects, I do it like this: Active speed is greater than 30 = Set Active speed to 30.
    This breaks apart when fusion changes the way speed is defined based on frame rate. Can I limit the physic object speed some other way?

  • You can set an alterable value to pvelocity, and check the alterable value so you can check it for individual instances.

    - BartekB

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