Comments (7)
I'd rather not use a library if we can avoid it, so we can have more control and have more flexibility when it comes to porting to new platforms.
If enough people end up using the engine, I think we'll be able to isolate and test platform issues fairly quickly as they come up. So far it seems to be working pretty well?
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In linux there are some problems in the TestOgmo test. Jump height seems to be completely random (i don't know if the bug is in game code but i think that there's some platform specific problem). About my proposition i was just thinking out loud... i totally get your point
I'll investigate the problem sticking to the actual implementation.
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My guess would be the timing code on Linux, it seems to behave differently than on other platforms for some reason. :)
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i.e. Monocle::deltaTime
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mmmm I'm not sure... i've just changed and committed the time code for linux platform to reflect the cocoa one and the random jump issue is still here.
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The problem was in the demo phisics logic... applying deltaTime on velocity pulse makes jump and movements in general frame rate dependant. I'll fix the demo and commit the correct code.
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Cool, thanks for the fix. :)
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Related Issues (10)
- XCode Project Broken HOT 10
- Monocle Mac Install/Support HOT 3
- Site down
- Compile error - Colliders/CircleCollider.cpp
- Textures don't alpha-blend on Mac 64-bit (development branch) HOT 10
- KEY_QUOTE doesn't work as expected HOT 2
- Entity destructor not virtual HOT 2
- Platform init changes break tests HOT 2
- 32 bit default breaks samples in Linux HOT 1
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