Cars accelerate smidge too violently. ( Controvercial ) #62

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opened 2024-10-05 23:17:56 +02:00 by BlenderDumbass · 1 comment

Some players claim that the cars are too slow, while others that the cars are too fast. But it seems like the cars accelerate too violently and break too weakly.

  • Investigate into what could be done about it.
  • See if acceleration / deceleration is somehow tied to the frame rate.
Some players claim that the cars are too slow, while others that the cars are too fast. But it seems like the cars accelerate too violently and break too weakly. - [x] Investigate into what could be done about it. - [x] See if acceleration / deceleration is somehow tied to the frame rate.
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The issue appears to be related to using the wrong multiplier when it came to adjusting math to the drop of the FPS. Basically if we don't want everything to be in slow-motion when FPS drops, we want to increase speeds of everything according the change of the speed. If the game plays half as fast. We speed things up twice as fast. Bullet does it automatically for physics. But simulations done in code need to be sped up manually.

The speeding up mechanism was overspeeding the value which governs how fast the acceleration happens. Resulting in an overcorrection on low FPS. Seems to be fixes now.

The issue appears to be related to using the wrong multiplier when it came to adjusting math to the drop of the FPS. Basically if we don't want everything to be in slow-motion when FPS drops, we want to increase speeds of everything according the change of the speed. If the game plays half as fast. We speed things up twice as fast. Bullet does it automatically for physics. But simulations done in code need to be sped up manually. The speeding up mechanism was overspeeding the value which governs how fast the acceleration happens. Resulting in an overcorrection on low FPS. Seems to be fixes now.
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Reference: BlenderDumbass/DanisRace#62
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