S
Sp4m
Guest
In my heart of hearts, I want to use GMS physics in my top-down racer, but I'm using a mechanic that continuously augments room_speed to slow things down, and I found that the motion of physics objects were not bound by room_speed.
(I know binding game motion to room_speed is hacky, but it works WAY better than tracking/augmenting motion variables for all objects in-game).
This is the only reason I can't get physics into my physics game.
It will take me a bit of time to refactor my game for experimenting, so I wanted to ask experienced developers first.
Can I just use "physics_world_update_speed(room_speed)" to slow down the processing of physics objects in accordance with the room speed? Do I need to combine it with: "physics_world_update_iterations(1)" to force the physics system to slow down as well?
https://docs.yoyogames.com/source/d...physics world/physics_world_update_speed.html
https://docs.yoyogames.com/source/d...cs world/physics_world_update_iterations.html
(I know binding game motion to room_speed is hacky, but it works WAY better than tracking/augmenting motion variables for all objects in-game).
This is the only reason I can't get physics into my physics game.
It will take me a bit of time to refactor my game for experimenting, so I wanted to ask experienced developers first.
Can I just use "physics_world_update_speed(room_speed)" to slow down the processing of physics objects in accordance with the room speed? Do I need to combine it with: "physics_world_update_iterations(1)" to force the physics system to slow down as well?
https://docs.yoyogames.com/source/d...physics world/physics_world_update_speed.html
https://docs.yoyogames.com/source/d...cs world/physics_world_update_iterations.html