Game Development Community

Alpha4: $fps::real?

by Adam Johnston · in Torque Game Builder · 02/01/2006 (12:45 pm) · 1 replies

Hi!

Not a bug really but I was using the global $fps::real in order to mantain
velocitites and angular variations of projectils "constant" between machines
with differents especs. This was working before until this alpha, where seems
$fps:::real varies a lot and makes my correction equations useless...
Just wondering why and if there are another way to achieve this.

#1
02/02/2006 (1:07 am)
T2D does it for you, you don't need to be calculating this stuff yourself.

You control this using the t2dSceneGraph ".setScenePhysicsXXX()" functions which controls the physics integrator.

"setScenePhysicsFPSActive()" turns the whole thing on and allows you to specify a target frame-rate whilst the others configure other options.

Hope this helps,

- Melv.