Angular velocity bug
gamesmold
Member, PRO Posts: 279
This is a very strange bug - and not really critical, as everybody is simply avoiding it by not touching the angular velocity too often.
If you *set* the angular velocity of an actor, you have to do this in "degrees per second".
But if you *read* the angular velocity of an actor, you will get a value in "degrees per frame" - which is a much smaller number. Also, this value always depends on the renderspeed of your actual device. If you read it on a Mac, you'll get a much lower value (as it renders frames much more often) - and if you read it on an iPhone 3GS, you'll probably get a slightly higher value, as it is not so fast.
Actually, this bug is not critical, but it makes it impossible to create recursive functions that set and read at once (like angularVelocity = angularVelocity+1; to increase it - instead, it will drop repeatedly and very soon get to zero).
Best,
Thomas
If you *set* the angular velocity of an actor, you have to do this in "degrees per second".
But if you *read* the angular velocity of an actor, you will get a value in "degrees per frame" - which is a much smaller number. Also, this value always depends on the renderspeed of your actual device. If you read it on a Mac, you'll get a much lower value (as it renders frames much more often) - and if you read it on an iPhone 3GS, you'll probably get a slightly higher value, as it is not so fast.
Actually, this bug is not critical, but it makes it impossible to create recursive functions that set and read at once (like angularVelocity = angularVelocity+1; to increase it - instead, it will drop repeatedly and very soon get to zero).
Best,
Thomas