Ok - i needed variable speed per frame (so animation keeps in time with
possible frame lag) .
I guess where I get confused is:
how would i structure this if I wanted the follower to for example follow the
mouse (with an eased delay)?…
Here is the code for now ( which is currently not really a
Thank you!
That make sense. Will integrate this into my code ( now looking at my camera
class ) …
This is quite important, as if there is any frame lag, physics and other
objects go out of sync.
Karim Beyrouti
t: +44 (0) 7977 997 629
e: ka...@kurst.co.uk
w: http://kurst.co.uk
skype: karimb
Hi Karim,
i put them both in there, the one you are referring to is simpler:
ofcourse this value can be kept out of the enterframe loop, i have a
utility class for it (although it is a bit overkill;))
private function enterFrame( event : Event ) : void {
sp.x += speed * spDir;
> are you trying to do frame rate independent animation based on a fixed frame
> rate (eg you switch from 30 to 60 and everything should move at the same pace
> but more fluid
Yep - that is the one… all my game physics is independent of framerate (time
based)… however, I am trying to get other n
Hi,
are you trying to do frame rate independent animation based on a fixed
frame rate (eg you switch from 30 to 60 and everything should move at
the same pace but more fluid), or trying to make up a variable framerate
due to running code?
Anyway since you are keeping y constant I compressed
Hello Flash coders,
It's been a little quite here of late… So, hope it's good with with you all. …
I have been trying to figure this out for a day or so, and wondering if you can
help. I am trying to time correct my animation to be independent of framerate,
which is a little easier when dealin
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