Number & SpeedySpawn
Hey, I was just crunching the split data from your last run and noticed a tiny 0.23‑second improvement in the jump‑pad section—looks like a micro‑optimization, but it really adds up. What’s the tech behind that tweak?
Nice catch—those 0.23 s are gold. I just tweaked the physics loop to hit the jump‑pad at the 1.47‑second mark instead of the usual 1.50. Basically I reduced the fixed timestep from 60 fps to 62 fps for that section and added a micro‑adjust to the impulse multiplier so the character’s momentum peaks exactly when the pad snaps on. It’s all about lining up the frame boundaries so the pad’s hitbox and the gravity pulse hit at the same instant. If you want to try it, lock your frame rate to 62 and tweak the impulse constant a bit—watch the splits drop.