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	fix jittery cars at 15fps
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		| @@ -812,11 +812,12 @@ CVehicle::ProcessWheel(CVector &wheelFwd, CVector &wheelRight, CVector &wheelCon | ||||
| 	if(contactSpeedRight != 0.0f){ | ||||
| 		// exert opposing force | ||||
| 		right = -contactSpeedRight/wheelsOnGround; | ||||
| #ifdef FIX_BUGS | ||||
| 		// BUG? | ||||
| 		// contactSpeedRight is independent of framerate but right has timestep as a factor | ||||
| 		// so we probably have to fix this | ||||
| 		right *= CTimer::GetTimeStepFix(); | ||||
| #endif | ||||
| 		// fixing this causes jittery cars at 15fps, and causes the car to move backwards slowly at 18fps | ||||
| 		// at 19fps, the effects are gone ... | ||||
| 		//right *= CTimer::GetTimeStepFix(); | ||||
|  | ||||
| 		if(wheelStatus == WHEEL_STATUS_BURST){ | ||||
| 			float fwdspeed = Min(contactSpeedFwd, fBurstSpeedMax); | ||||
|   | ||||
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