How this may be a silly question, Im making a rhythm game that’s obviously based around timing.
I have noticed when using transitions to move objects a over a specified time that when running at higher bpms/ quicker transition times the objects begin to arrive later than expected.
This leads me to believe that transitions are effected by the frame rate and do not compensate for slow downs.
Does any one know more about this so I can plan accordingly.
I’ve noticed some talk about timesteps within the physics api where frames were not being dropped accordingly. [import]uid: 118379 topic_id: 29904 reply_id: 329904[/import]