Comments (5)
There are a number of different ways to handle movement based on the frames and elapsed time. Examples are:
- Transitions per frame
- Transitions per second
- Meters per frame
- Meters per second
Right now we use Transitions per frame, i.e. when the frame rate is 30 frames per second the speed is half of the speed for a frame rate of 60 frames per second.
For different situations it can even be a good idea to use different movement schemes.
Changing to transitions per second would handle the situation with different frame rates.
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Yeah its a sticky situation. For now a solution would be to adjust animationSpeed
according to FrameAnimation speed. Im not sure if you can get that speed though. But for me animationSpeed
should be double yours. Thats way we still keep smoothness on 60hz but we keep up speed on 30hz.
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Exactly, transitions per second will handle time delta
between frames and update animationSpeed
accordingly.
For situations where the time delta
between two frames is large there could be a cap on the animationSpeed
.
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@gyllen Do you consider this issue as fixed after the commit below?
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Fixed
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