Re:HTML5 Games Workshop: Make a Platformer Game with JavaScript
by strainer on Thursday April 06, 2017 @10:45AM
(#14050950)
We do also loose much accuracy/stability of physics info when varying timesteps, without adjusting velocities to the new half timestep (eg. verlet type refinement) which is a bit demanding to do most accurately.
My physics-based game is using the method argued against. Never again, integrating every behaviour over time got sometimes surprisingly hard. It also costs a lot of exp() and log() calls. https://auburnsounds.itch.io/vibrant (of course multiplayer is impossible now)
Some of the AI is still framerate-dependent, because:
becomes a Poisson distribution sampling.