setting `world.step(1 / 60)` gives a very slow movement
See original GitHub issueAre all the demo setting world.step(1 / 60)
?
I use this in my gravity based program and I find the sprite moves very slow. I am using PIXI.js as the renderer and its ticker rate is 60 FPS I believe. If the world time step is unrelated to the frame rate how do I know what time step to use to get a smooth movement?
Issue Analytics
- State:
- Created 6 years ago
- Comments:19 (10 by maintainers)
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Top GitHub Comments
I know this is almost a year old now. But @crazyyi here is the modified code: https://jsfiddle.net/gauravdixitv/xkuyoo14/ (planck.js + pixi). In fact, @shakiba 's solution is the right way to do it - scale your rendering, not the physics.
It was less than a minute for me! I think it is reasonable to scale UI, not physics.