R
Robzoid
Guest
I'm working on a 2D billiards/pool game and figured this would be a good place to use the GameMaker physics engine. This is my first time using it. I'm concerned I'm not understanding the "Pixels to Meters" field in the Room Editor. By default, it has a value of 0.1.
I figure a "Pixels to Meters" value of 0.1 means 1 pixel is 0.1 meters - so 0.1 is the meters per pixel value ( 1 meter / 10 pixels = 0.1). The pool table I am modeling is 8 feet long, which is 2.4384 meters. My pool table sprite is 1050 pixels wide. 2.4384 m / 1050 px is 0.00232.
The problem is that a value of 0.00232 makes the balls travel way too fast. Things worked relatively smoothly at 0.1. Am I doing something wrong here? I couldn't find much documentation on the physics engine. I've also heard some bad things about the Gamemaker physics engine. So, feel free to let me know if you think hard coding the physics without using the physics engine is the best way to go.
I figure a "Pixels to Meters" value of 0.1 means 1 pixel is 0.1 meters - so 0.1 is the meters per pixel value ( 1 meter / 10 pixels = 0.1). The pool table I am modeling is 8 feet long, which is 2.4384 meters. My pool table sprite is 1050 pixels wide. 2.4384 m / 1050 px is 0.00232.
The problem is that a value of 0.00232 makes the balls travel way too fast. Things worked relatively smoothly at 0.1. Am I doing something wrong here? I couldn't find much documentation on the physics engine. I've also heard some bad things about the Gamemaker physics engine. So, feel free to let me know if you think hard coding the physics without using the physics engine is the best way to go.