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How to make Body.ApplyForce() framerate-dependant

Aug 6, 2011 at 9:04 AM


I am in progress of making 2D platformer and everything is working fine - until I change the TargetElapsedTime. If I make it higher ( = lower my fps ), all my physics ( atleast jumping, not 100% about moving left or right ) works a lot faster and I jump higher etc. If I lower TargetElapsedTime ( = higher fps ), I jump a lot lower. I use Body.ApplyForce(). Is there any way to fix this?