I usually either use time directly in my calculations (rather than fps),
because I find it more natural. Does the velocity depend linearly on
thrust, or is thrust an acceleration? If the units on thrust are
something like meters per tick squared, then I think you will need to
compensate twice for the change in frame rate.
meters/newtick^2 = meters/oldtick^2 * (oldtick/newtick)^2
--Mike
Ian Mallett wrote:
Hello,
I have a game, written in pygame, but it now needs to support more
framerates.
The movements of objects need to be at the same speed, regardless of
the framerate.
Here is an old line:
self.thrust = 0.0075
Here is the new line. The game was developed on my computer at 198
fps (IdealFPS), but now needs to be scaled to a lower one for use on
alternate computers (TargetFPS). The theory here is to multiply this
rate by IdealFPS to give the distance moved in one second, then divide
this difference by the number of frames in second there will really
be. (TargetFPS).
self.thrust = (0.0075*IdealFPS)/TargetFPS
Unfortunately, this doesn't work--the movement doesn't scale
properly. Any ideas why?
Thanks,
Ian