-
Bevy version0.6.1 https://github.com/norlock/sparticles-bevy/tree/bug-more-particles Operating system & versionI use Arch on Wayland. What you didIn main.rs there is a field I changed: If you change from 20 particles_per_emission to 200 you can see it will start to drastically increase in speed. What you expected to happenThat it won't drastically speed up if it starts to throttle but stay in range of its actual speed. I can understand if it stutters but not to speed up. What actually happenedIt will start to speed up. Additional information |
Beta Was this translation helpful? Give feedback.
Replies: 5 comments
-
I think you intended to link to one of your repos here? I'm having a hard time understanding what you're trying to report. |
Beta Was this translation helpful? Give feedback.
-
8c6bf7559b3ec8fc1a7ad3a378ef62427408b7ca isn't an object in my local clone of bevy's repository, and neither GitHub nor Google give any results for commits with that hash. |
Beta Was this translation helpful? Give feedback.
-
I added my repository I forgot, but what I'm trying to explain is that somewhere if it starts to throttle (by changing particles to 200), the movement speeds up. Maybe I'm too inexperienced with gamedev and not really grasping what is causing it. I thought the delta I added in the transform system would mitigate the changes in frame performance and that it shouldn't visually appear to speed up (in this case movement of particles). |
Beta Was this translation helpful? Give feedback.
-
So, questions for help with specific problems belong in Discussions. I'm going to convert this to a discussion. If you can identify a clear bug in Bevy's code with a minimal reproduction, please feel free to file a new issue. |
Beta Was this translation helpful? Give feedback.
-
What's happening in your program is the interaction between The However, due to your fixed timestep, the system The easiest way to fix this will be to use the delta of In the future, we'll want to make this issue more difficult to run into. Basically, |
Beta Was this translation helpful? Give feedback.
What's happening in your program is the interaction between
Time
andFixedTimeStep
.The
delta_seconds
inTime
is only updated every frame.However, due to your fixed timestep, the system
transform_particle_system
runs multiple times each frame, but with the delta between each real frame each time.The easiest way to fix this will be to use the delta of
1./60.
instead oftime.delta_seconds()
intransform_particle_system
.In the future, we'll want to make this issue more difficult to run into. Basically,
Time::delta_seconds
is currently reasonably meaningless in a system controlled by aFixedTimeStep