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Asked By
dulvui
I’m making a soccer simulation game and for that I’m using normal 2DBody nodes for the players and ball. But I would like to be able to speed up the game, without breaking the physics and getting other results.
To speed up the game I found Engine.time_scale and Engine.iterations_per_second that affect the game speed.
So default values for timescale = 1 and for iterations_per_second = 60
By just setting time_scale = 0.5, physics seem to break. At least I can see, that it looks less natural than on normal speed.
When fasting up by setting time_scale = 0.5 and iterations per second = 120,
so physics don’t seem to break.
But I can’t really tell if this is 100% true. (Also 99% would be okay )
So does somebody know another way to speed up the game without breaking physics or can confirm, that modified time_scale and iterations per second don’t break physics?
Have you tried look set physics_jitter_fix ? or lock FPS at 60
No, I will try that. Thanks for the hint.
But I asked this question also on stack overflow and there I got the answer, that physics could break, in case the engine can’t update the physic processes so fast. Godot - Speed up the game without breaking physics - Stack Overflow