How do I move a sprite going up with constant speed?

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Post » Fri Apr 25, 2014 7:58 am

This wont cause any problem.
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Post » Fri Apr 25, 2014 12:03 pm

I have no experience with mobile and this is a very technical question for my understanding on how computers calculate internally.

That being said, it is certainly possible and I don't believe there will be any difference performance wise. Construct calculates with float numbers so the .5 wont "confuse" it at all.

The only thing that comes to my mind that is related to "performance" is the pixel rounding. If for some reason in your project settings you have the pixel rounding to on, then perhaps every now and then this .5 value will be round up (or down) and that might cause a 1 pixel jump which may be noticeable.

-EDIT- That doesn't seem to affect performance neither. Check the following example -input decimal values to test CPU usage.

http://www.eli0s.com/Tests/FloatDT.capx
composer - multimedia artist
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Post » Fri Apr 25, 2014 1:52 pm

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eli0s wrote:I have no experience with mobile and this is a very technical question for my understanding on how computers calculate internally.

That being said, it is certainly possible and I don't believe there will be any difference performance wise. Construct calculates with float numbers so the .5 wont "confuse" it at all.

The only thing that comes to my mind that is related to "performance" is the pixel rounding. If for some reason in your project settings you have the pixel rounding to on, then perhaps every now and then this .5 value will be round up (or down) and that might cause a 1 pixel jump which may be noticeable.

-EDIT- That doesn't seem to affect performance neither. Check the following example -input decimal values to test CPU usage.


You're absolutely right eli0s, This is a very technical question. I've been having second thoughts if I'll use a .5 value to my project parameters. I'm trying to balance or syncing together 200 moving objects, 100 on the -x and 100 on the -y angle meeting together at one point. So far in my experiment its running fine, like I said could this pose any problem later? I guess the only thing to find out is to test test test your game on multiple devices. Thank you again eli0s, for your views on this subject and your sample capx. Also to keroberos............
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Post » Fri Apr 25, 2014 2:05 pm

Yes, the best practice will be to test again and again on your target devices. But, just like keroberos said, the decimal value doesn't seem to affect performance in any practical way.
Anyway you're welcome ;)
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