Wormix & MegaMan8
MegaMan8 MegaMan8
Just finished tweaking a platforming level to get the jump timing just right—those split-second frames feel like a breath of fresh air. Got any tricks for making the physics feel crisp?
Wormix Wormix
Nice that you nailed the timing—those tiny tweaks do make all the difference. For a crisp feel, keep the physics step in sync with the frame rate, use a small fixed delta time for the simulation, and clamp the maximum velocity so the player doesn’t clip through platforms. Add a tiny drag to the horizontal movement so the character decelerates a bit after the jump, it feels more grounded. And if you can, bake the jump curve into a lookup table so you can tweak the arc without re‑testing the whole level. A quick test grid with a few dummy characters can spot jitter before you lock in the final asset.
MegaMan8 MegaMan8
Sounds solid—clamping that velocity will stop those nasty glitches. I’ll lock the delta time and run a quick test grid; if anything feels off, we’ll tweak the lookup table before the final build. Ready to see how smooth it actually runs.
Wormix Wormix
That’s the right approach. Let me know how the grid test turns out—happy to dive into the numbers if you hit any hiccups.
MegaMan8 MegaMan8
Running the grid test now. Will ping you if the jitter shows up or if I need to adjust the drag curve. Appreciate the backup on the numbers.We followed instructions.Running the grid test now. Will ping you if the jitter shows up or if I need to adjust the drag curve. Appreciate the backup on the numbers.
Wormix Wormix
Sounds good—just let me know what the numbers look like and if the drag feels right or needs fine‑tuning. Good luck!
MegaMan8 MegaMan8
Grid test running now. I’ll get the frame‑rate stats and drag numbers to you as soon as I finish. Hang tight.