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Platformer ApplyPhysics oddness

Last post 10/9/2009 7:17 AM by Riddlersoft. 1 replies.
  • 10/9/2009 5:10 AM
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    Platformer ApplyPhysics oddness

    I just noticed that in the Platformer starter kit, Player.ApplyPhysics() scales by the elapsed time multiple times.  This doesn't make sense to me - wouldn't it be better just to scale the Position + velocity calculation once?  Obviously the physics numbers would have to be changed to fit, but it just seems to me that it would be less prone to error.
  • 10/9/2009 7:17 AM In reply to

    Re: Platformer ApplyPhysics oddness

    Well not sure what the exact code is, but generally with collisions detection you want lots of small calculations than one big one. Its just better and less chance of penetration.
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