Am Do, den 29.01.2004 schrieb Ricardo Cruz um 17:52:
> Hey,
> The game is producing differences in the gameplay between machines that can
> keep different FPS, it is even noticeable the difference in the gameplay
> between the GL and SDL backends.
> I hope this little patch can help in the debugging. Use the Q and S keys to
> decrease the FPS (with the --debug-mode parameter).
>
> Anyway, I've already tried to hack in the source to make Tux movements to
> obey to the differences in the FPS. The position of Tux is calculated by:
>
> pplayer->base.x= pplayer->base.x+ pplayer->base.xm * frame_ratio;
> pplayer->base.y = pplayer->base.y + pplayer->base.ym * frame_ratio;
>
> being x/y, the current position and xm/ym, the current velocity. frame_ratio
> is the result of get_frame_ratio(&pplayer->base);
>
> This is fine, but the velocity calculation is made by:
> pplayer->base.xm = pplayer->base.xm + WALK_SPEED;
> Shouldn't it be something like:
> pplayer->base.xm = pplayer->base.xm + WALK_SPEED * frame_ratio;
> ?
I've already fixed many of the FPS problems. Please stay tuned. ;)
The concept is fine, but it needs a lot of fine tuning to work perfectly
on different systems.
Your patch is a hack IMHO. ;)
>
> Just wondering...
> Ricardo Cruz
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