#Delta

6 messages · Page 1 of 1 (latest)

proper cedar
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multiplying delta with movement useless when delta is less than 1? whats best practice?

velocity.x = (direction * SPEED) * delta

crisp fractal
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I'm not sure what the confusion is

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But velocity generally shouldn't be multiplied by delta like this

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Delta should be used when there is a change in a value over time. For instance, if you were applying an acceleration (increasing the velocity over time)

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But if you're just setting the velocity to a value, you shouldn't need to use delta, because it has no relation to time.

clever tinsel
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and if delta is higher than 1 you are having a very very low fps count.