Updated to latest build noticed the characters in my game are moving at higher speeds
Did a test case and in fact the linear damping behaviour has changed and reaches a terminal velocity at higher velocity than in build 2275 (this change may have occurred in an earlier build than 2332)
Update: build 2014.2281 and up changes the behaviour of linearDamping
–Run this sample in the simulator you will notice different values in builds 2014.2332 vs 2014.2275
– in 2014.2275 velocity caps at 100 (2.2 seconds to reach destination) (125 if fps is set to 60 in config.lua)
– in 2014.2332 velocity caps at 150 (1.5 seconds to reach destination)
require “physics”
physics.start()
physics.setGravity(0,0)
physics.getMKS( “linearSleepTolerance” ) … " angularSleepTolerance " … physics.getMKS( “angularSleepTolerance” ) … " " )
local centerX, centerY = display.contentCenterX, display.contentCenterY
local circle = display.newCircle(centerX-100,centerY,30)
physics.addBody(circle,“dynamic”)
circle.linearDamping = 10
local start = display.newRect( centerX-100,centerY, 2, 50 )
local finish = display.newRect( centerX+100,centerY, 2, 50 )
local stat = display.newText( {text=“hello”,x=centerX,y=centerY+50,fontSize=30})
local function speedTest(event)
if(circle.x < finish.x) then
circle:applyForce( 2, 0,circle.x,circle.y)
local velX,velY = circle:getLinearVelocity()
stat.text = "t " … math.round(event.time) … " v " … math.round(velX)
else
circle:setLinearVelocity( 0, 0)
end
end
Runtime:addEventListener(“enterFrame”, speedTest)