Hi community,
although I’ve already release my game (if you wanna try, please check www.squarestation.net), there’s one issue I couldn’t really find a solution for:
My game runs fine with 60fps on most phones, but with less powerful ones there’s sometimes a drop in the framerate.
My game uses the physics API together with a lot of timer.performWithDelay calls.
Now, when the framerate drops, the physical objects will simply take more time to move from a to b. On the other hand, the timer.performWithDelay is not depending on the frame rate but simply on the passed time.
This is then where things get out of sync with frame-rate-drops: on part (phyics) is using the framerate as a reference, while the other part (timer.performWithDelay) is taking the time as a reference.
I guess there are different ways to solve this problem, but the most obvious would be to tell the timer.performWithDelay to use the framerate as a reference. Can this be somehow defined?
Thanks,
Chris
