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Asked By | Friendly_Hedgehog |
My problem is that I have variables that are less than 0, so when passing them through a Vector2
in move_and_slide()
of a KinematicBody2D
, it ends up going very slow than it should be because the Vector multiplies by delta
.
The solution is clearly change my variables by others that the move_and_slide function can understand. But the problem is that I am trying to replicate the physics of an old game, and I am not sure whats are the variations of those variables for a modern engine. I only know these variables.
So, I had a solution: multiply the Vector2
velocity by (1/delta)
for obtain a big numeric variable, then this vector is used by move_and_slide and counter the effect delta of this function. But this is a problem because delta
time is necesarily for make consistent the game despite low or high fps, isn’t it?
My other solution is: multiply all variables by (1/delta)
and save this in others, so I can use this without a problem. But I have the same question. Does this affect the game at all?
Maybe I should use move_and_collide
without delta
… but this is the same problem.
My variables are like this:
var acceleration = 0.046875
var gravity = 0.21875
var deceleration = 0.5