Hey All,
I am trying to get a Tower Defense game finished and am struggling with one of the key features. I am using Fixed Time step and am working on a way to implement a fast forward feature. I’m currently running at 40fps and can’t simply increase the framerate to fast forward the simulation. I would like to double the speed of the simulation and I don’t think that any acceptable fps at standard speed could be doubled reliably on slower hardware.
I have tried to simply call the World/Engine Update Twice in a row, for instance, Calling Super.update() twice in the update function of Main.as. This works for the most part (Simulation Speed Wise) but messes with some of my code that handles mouse clicks/etc. It seems to call the functions that are based on mouse input twice in a row. In some cases, I use a mouse click to delete an entity so calling it twice in a row throws a null object error… So I know there is weird things going on just by trying to call the Engine update twice.
I’m sure there is a simple way to do this that is eluding me. I really just need to update all my game logic (Entity Updates) twice before starting the delay/waiting on the next Frame.