The good news?
Underneath the surface, movement has improved immensely; the problem I had with the frame-based movement had a simple (looking) solution of time-based movement. However, time came in a decimal sense, the hundredths of a second sense. How to fix this? Fixed point math. By assigning certain bits to a register (8 bits, to be exact), we can manage up to 2^-8 of decimal points, allowing much more control over range of movement and variance by deltaTime.
Phew! Now she moves like she should. The most difficult challenge (collision) is yet to come, but I'm prepared to make it happen...
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