Collision response animator gravity changes depending on FPS

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Locien
Posts: 25
Joined: Wed Jul 10, 2013 2:43 am

Collision response animator gravity changes depending on FPS

Post by Locien »

I'm using the latest stable version 1.8.1 and when the frame rate changes the collision response animator changes gravity so if I'm falling the fall speed drops drastically and if FPS drops low jumps become much shorter. I figure this has to do with the fact that something is off with the timer. Is it possible to manually feed delta time between frames to the collision response animator to fix this or something?

Also another unrelated question. Is it possible to make an invisible cube shaped scene node that generates fog around its surface that's visible even if you're inside it? I'm playing around with Minecraft style voxels and I need some kind of fog to occlude the edge of the terrain to make it not look as empty... If there is another solution I wouldn't mind that of course :D

Hope someone can answer these questions, thanks in advance!
haku2510
Posts: 12
Joined: Thu Apr 09, 2015 5:46 pm

Re: Collision response animator gravity changes depending on

Post by haku2510 »

If what you think is happening is true you could always set gravity to zero and use the <time> library to try and keep track of ms and use your own function to generate gravity.
Use something similar to movement such as direction(0,0,MovementSpeed/FPS) to make your own gravity, from what I read thats how it is done inside the engine anyways.
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