The perfect fall/jump
Posted: Sat Jun 08, 2019 9:10 pm
If we assume single pixel movement being possible at 50 fps, is there a perfect fall (and jump) table?
I guess "perfect" could mean that it obeys the laws of physics, or it looks just right. I'm more interesting in the latter, but maybe they are the same? I tried looking at the rate of acceleration due to gravity, but got frightfully confused. In my previous games, I just doubled the distance every 4 mainloops and it looks fine to me, but I'm interested to see if it can be improved on.
For example the AGD fall table goes like this:
1,1,1,2,2,4,6,8,8 (pixels per loop). It's good, but presumably restricts to a max of 8 because that's the block size, and as a result the sprite appears too slow at full velocity.