How do I optimize my bouncing behaviour (See capx)

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Post » Fri Aug 01, 2014 12:20 am

Try this example with bullet behavior "Low fps" :
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Post » Mon Aug 04, 2014 8:43 pm

A0Nasser wrote:Try this example with bullet behavior "Low fps" :


thanks for your help, but it is not working for me. With the bullet behaviour the ball bounces doesn't bounce in a steady pace. If you watch like 40secconds the ball actually is hardly bouncing but is going over the ground.

I guess there is no solution.....I don't get why simulate right/left in platform behaviour costs so much collisions checks...
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Post » Mon Aug 04, 2014 8:44 pm

Mr E Bear wrote:You should look at the sine behaviour:

https://www.scirra.com/manual/103/sine


Thanks for the input. Never used that before. How should i use it to make to same bouncing behaviour as in my example?
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