I like the new features, good job guys. It's pretty much everything that we had requested, it's good to see that you're listening!
wade 0.9.2
hermes December 15th, 2013
All 6 Comments
Elliot December 15th, 2013
nice one, looking forward to 1.0 now
drockon December 15th, 2013
Wow! ) Good new features
Elliot December 15th, 2013
It does feel noticeably faster, but when I turned on the fps counter in Chrome, I realized that the frame rate is actually capped at 30fps (although it does occasionally do 31 fps on the odd frame).
I think action games would look better at 60fps, and most game engines support 60fps. Can we have a way of changing the frame rate cap for wade 1.0?
Taddeus December 15th, 2013
Great, many new thinks to play with in Wade 0.9.2!
@Elliot: I do this with setting wade.c_timeStep = 1/60
Elliot December 15th, 2013
Thanks Taddeus, I tried that and it works! But I looked at the documentation and it says that c_timeStep is supposed to be constant... so I'm not sure it's actually OK to do it? I'm afraid that changing that may have some other side effects?
Gio December 15th, 2013
Thanks for the feedback everyone.
If you want to run at 60fps you can do what Taddeus said. It's true it's marked as a constant value, so it isn't a good idea to change it while the game is running. But if you do it in your init function for example, it's all good.
Having said that, we chose to go with 30fps because while most frameworks try to do 60fps, in reality games rarely run at that framerate especially on mobiles, and you end up with a varying framerate which, in my opinion, is much worse than having a stable, solid 30fps. Anyway, it's personal preference I suppose.
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