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OverviewV-Play 2 Support (Qt 5)physics acceleration object over time › Reply To: physics acceleration object over time

OverviewV-Play 2 Support (Qt 5)physics acceleration object over time › Reply To: physics acceleration object over time
#11326

Alex
V-Play Team

Hi,

no there is no limit, just the fact that the ball is pretty much traveling the whole scene in a single frame at some point makes accurate acceleration not possible anymore at some point.

If I add

onLinearVelocityChanged: {
  console.debug("velocity " + linearVelocity.x + " | " + linearVelocity.y)
}

to the collider, I see that at a linearVelocity of around 1400 – 1600 pixels/second it starts to swing up and down. That’s probably because it is traveling so fast, that the force is applied in one direction before the property binding is updated with the direction change, which then actually slows the ball in that particular frame. But that only happens at a very high speed, which I don’t expect to be reached in a game anway?

Cheers,
Alex

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