Hersir Posted June 2, 2017 Share Posted June 2, 2017 Hi, I have rotating platform and target on it that rotates together with it. Also there is player that has jump animation, so I want to calculate when I need to jump to land on target. I created naive implementation in this PG. It works fine if FPS is above animation FPS (25), but I as soon FPS drops player starts to miss target. (Added function to generate knots and added performance CPU throttle on chrome 20x); Probably because interpolation that I need to include un calculation. Is it even possible to predict where will be target after jump animation is completed? Any suggestions are welcome Quote Link to comment Share on other sites More sharing options...
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