My game relies on Corona’s physics for its core mechanic, which (unfortunately) seems to be highly dependent on the framerate of the device. For example, on the Corona sim and iPhone 4 I can eek out 60 fps and get relatively consistent results between the two, but on a slower device, like a 1st generation iPhone, the game’s framerate fluctuates and often dips below 30. This causes the game to run in slow motion since the physics steps seem to be locked to the higher framerate.
What’s worse is that the results of the physics simulation are quite different depending on the framerate. For example, a box bouncing off a wall might travel 100 pixels across the screen on a fast platform, but move 200 pixels across on the slower platform. This makes designing and tuning the game for more than one platform fruitless. The only workaround seems to be to design the game around the capabilities and framerate of the worst performing platform, which is not exactly ideal.
Since Corona is designed from the ground up to run on many platforms with varied performance capabilities I would expect the physics engine to handle framerate discrepancies better. Take a look at this actionscript demo to see how I think corona physics should behave under various framerates:
http://actionsnippet.com/swfs/qbox_FRIM.html
I have found some corona code examples of time-based animation that don’t use Corona’s physics engine, but does anyone know of a way to do it with physics enabled? [import]uid: 9422 topic_id: 4112 reply_id: 304112[/import]