tips4design Posted January 25, 2015 Share Posted January 25, 2015 I have a question regarding the collision checking done by Phaser (Physics.Arcade). Are the rendering and physics checking done every frame simultaneously? I ask because I hope Phaser runs the physics at constant FPS, even though the rendering FPS drops (so the two loops are not linked together, eg: there could be multiple world updates within a single render frame) Link to comment Share on other sites More sharing options...
valueerror Posted January 26, 2015 Share Posted January 26, 2015 game.physics.desiredFPS sets the physics fps.. calculated independand.. that way you can for example slow down your game by setting the desired fps to 30 Link to comment Share on other sites More sharing options...
tips4design Posted January 26, 2015 Author Share Posted January 26, 2015 Ok, thank you. That's what I wanted to know, if physics loop is independent from the rendering loop. Another question is that if you start the SAME simulation on two different devices, that have different hardware specs (eg: one runs at 60fps and the other at 20fps) , will the result of that simulation be EXACTLY the same? I don't need the simulation to end at the same time (one can become laggy) but I want them to be eaxctly the same (the end position of all elements to be identical in both simulations). Does Physics.Arcade guarantee this? Link to comment Share on other sites More sharing options...
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