Hi,
I've noticed that using
sf::Time::asMilliseconds is not reliable. When trying to move a sprite, it's speed is depended on the fps which should not be the case. How is this happening?
Changing all
sf::Time::asMilliseconds to
sf::Time::asSeconds makes all speeds consistent. I used
sf::Sprite::move(speed*sf::Time::asMilliseconds,0);
I've added the file I used for testing this. Use
Num1 to swap between unlimited and 30fps (using
sf::RenderWindow::setFramerateLimit) and
Num2 to swap between the use of
sf::Time::asSeconds and
sf::Time::asMilliseconds. Note how the object slows down when switching from unlimited framerate and
sf::Time::asSeconds to
sf::Time::asMilliseconds.
Did I do something wrong or is it really SFML?