I’m running into a problem with the gravity system lately that I don’t know how to solve.
I’m using impulses and delta time (dt) for movement, but the problem is there none the less.
When running the demo flappy bird game (https://playcanvas.com/project/375389/overview/flappy-bird) on weaker devices, the gameplay is inconsistent to how it runs on a good device. On a good device the pipes move fast and the bird can only do a solid 2 or 3 flaps. On a weaker device the bird can fit a good 5 flaps between pipes, clearly altering the gameplay in a significant way.
This problem exists in my own PlayCanvas game as well (https://playcanvas.com/project/599997/overview/hydra-run), and it’s very troubling to me. In my game, it changes the entire gameplay mechanic of jumping. For example, I expect the gravity system to make my character float down slower when the jump button is held, but instead the character just falls like a rock on weaker devices, making the game impossible for some people to play as intended.
Is there a way to fix this problem? If anybody has encountered it and knows a workaround, please let me know what I should do.