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Thread: Custom time-based platform movement

  1. #11
    Clicker Multimedia Fusion 2
    SEELE's Avatar
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    Re: Custom time-based platform movement

    heres an Idea; make everything that happens EVER! part of a fastloop then simply fun the fastloop with the amount of frames which were missed?

    I think I'm gonna try that right now....

  2. #12
    Clickteam Clickteam
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    Re: Custom time-based platform movement

    I'm not sure to get what you mean, I don't think that frames are missed. As for me I wasn't able to correctly implement the Velocity Verlet formula. It's not really complicated, but I must be doing something wrong.

  3. #13
    Clicker Multimedia Fusion 2
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    Re: Custom time-based platform movement

    hmm, if in my example you remove the 'stop loop' actions; the jump height in this concern seems to stay generic across all frame rates however removing those events makes for jitters near the ground which can have more noticeable effects at extreme poler frame rates, essentially swapping one problem for another :grin:

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