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App speeds/movement range consistent on all devices/monitor size resolutions ?

Home Forums Puzzles App speeds/movement range consistent on all devices/monitor size resolutions ?

Viewing 6 posts - 1 through 6 (of 6 total)
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  • #86212
    c4cc
    Customer

    My 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

    • This topic was modified 1 month, 3 weeks ago by c4cc.

    FPS trialproduct 20.9.25 https://postimg.cc/gallery/LMM5vkQ/af43346e

    #86215
    xeon
    Customer

    You may want to do a google search on:
    limit the framerate in Three.js

    There are java script examples of how you can achieve this.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #86216
    c4cc
    Customer

    I 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

    #86219
    xeon
    Customer

    I 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.com

    #86220
    c4cc
    Customer

    Makes 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

    • This reply was modified 1 month, 3 weeks ago by c4cc.

    FPS trialproduct 20.9.25 https://postimg.cc/gallery/LMM5vkQ/af43346e

    #86234
    c4cc
    Customer

    On 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

    :good:

    FPS trialproduct 20.9.25 https://postimg.cc/gallery/LMM5vkQ/af43346e

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