Home › Forums › Puzzles › App speeds/movement range consistent on all devices/monitor size resolutions ?
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c4cc.
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2026-02-12 at 3:21 pm #86212
c4ccCustomerMy browser game‘s has varying speeds and range of movements when played across different devices or monitor sizes/specs?
Any suggestions on how to keep game movement speeds/movement ranges consistent for various screen resolutions/sizes, regardless of portrait/landscape mode for mobile devices? (e.g., any device like pc, phone, tablet, etc, despite varying screen resolutions/screen sizes, or landscape/portrait mode still plays the intended game movement speeds) Thanks
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This topic was modified 1 month, 3 weeks ago by
c4cc.
FPS trialproduct 20.9.25 https://postimg.cc/gallery/LMM5vkQ/af43346e
2026-02-12 at 4:42 pm #86215
xeonCustomerYou may want to do a google search on:
limit the framerate in Three.jsThere are java script examples of how you can achieve this.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2026-02-12 at 4:53 pm #86216
c4ccCustomerI thought that the higher the framerate, the more responsive the app? Meaning it optimized user experience?
FPS trialproduct 20.9.25 https://postimg.cc/gallery/LMM5vkQ/af43346e
2026-02-12 at 10:47 pm #86219
xeonCustomerI believe that you are using “event controls” / timers that are frame based. So if your FPS gets going to fast…then your events and things happen to fast too.
If all your controls are “time” in seconds…not frame based then the FPS doesnt matter but your situation is that you rely on “everyframe” puzzles…so the fast the FPS…the faster the movement. So if you control your frame rate… all the problems reguarding speed difference between platforms goes away.Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2026-02-13 at 3:28 am #86220
c4ccCustomerMakes sense.
Besides elapsed delta from time frame puzzles,any other suggestions to keep speed/movement ranges in my app equal between platforms?Edit: Elapsed Delta doesn’t seem to work, I tried
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This reply was modified 1 month, 3 weeks ago by
c4cc.
FPS trialproduct 20.9.25 https://postimg.cc/gallery/LMM5vkQ/af43346e
2026-02-14 at 4:12 pm #86234
c4ccCustomerOn second thought, temporarily solved this issue of same speed/range movements between devices – I googled search: why does fps affect movement speed and range
Then, I used Time Puzzles: elapsed Delta
Example of how I applied this in my puzzles:
I’ll run more tests and hopefully the game speed/movement ranges will at least be more or less equal on all device types
FPS trialproduct 20.9.25 https://postimg.cc/gallery/LMM5vkQ/af43346e
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