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# My Farseer game is too slow... why?

 Topics: Developer Forum, Project Management Forum, User Forum Wiki Link: [discussion:284899]
 pvsfair Jan 4, 2012 at 5:17 AM Edited Jan 9, 2012 at 5:58 PM Hello everyone (again). So, I've tried to do many things to solve it but I can't, one of these problems are that I have to use bigger numbers to apply forces, like 50000. I thought that it was my mistake, but I've copied exactly another code that works ok, but the mine don't work as i want. So, I know that my post is a little confuse, but i beg for your help, please. XD Here is a link to download my project: http://www.megaupload.com/?d=VGQAMQM3 pvsfair Jan 9, 2012 at 5:57 PM Edited Jan 10, 2012 at 2:41 AM 14 people downloaded my archive, but no one could help me? elsch Developer Jan 10, 2012 at 8:21 AM Hi, it seems you did not scale your units to mks (meter, kilo, seconds) but work with pixels instead. Do a search for "mks" and "scale" on this discussion board. It has come up here at least a dozen times. Also take a look at the "Hello World" sample for a really simple example. pvsfair Jan 10, 2012 at 5:34 PM thank you, now it is working rightly. I've implemented the convert unit class that i found here and this:   ``` private int RoundToInt(float inFloat) { int retInt = (int)inFloat; if (inFloat - retInt >= 0.5f) { retInt++; } return retInt; } protected override void Draw(GameTime gameTime) { spriteBatch.Begin(); spriteBatch.Draw(charTex, new Rectangle(RoundToInt(ConvertUnits.ToDisplayUnits(character.Body.Position.X)), RoundToInt(ConvertUnits.ToDisplayUnits(character.Body.Position.Y)), 49, 65), new Rectangle(0, 0, charTex.Width, charTex.Height), Color.White, 0, new Vector2(charTex.Width / 2, charTex.Height / 2), SpriteEffects.None, 0.5f); spriteBatch.End(); base.Draw(gameTime); } ```     to draw my texture, thank you. HellGate Jan 14, 2012 at 12:06 PM round to int can be done better: return (int)(inFloat + 0.5f); pvsfair Jan 17, 2012 at 10:49 AM I'll try to do this.