I'm making a game that uses a lot of small physics objects as a controllable swarm. If the framerate goes down (eg, on older computers), the physics seems to get less accurate, and a lot of things clip through each other. I'm using TimeDelta in events that apply force to the swarm, but that doesn't make much difference.
If I use override TimeDelta
, the game slows down to cope with the load and the physics works perfectly. A bit of slowdown in this type of game won't cause problems or make the game unfair. I don't see any graphics problems so far.
So... can I use override Timedelta
under these circumstances, or will it cause other problems in the long run? I'm willing to sacrifice the ability to scale time.
Are there any alternative ways to keep the physics accurate?
Link to .cap: http://www.mediafire.com/?tdzzvpdjjwj