Thank you so much! I may want to rethink parts of my app, with this limitation in mind, thank you for your continued support :)
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Thank you so much for your help, I tested what you said, and it worked out to give me a velocity of 10,000, however when I then decrease the mass to something such as 1, which would produce a speed of 1 000 000 m/s, it only gives me a speed of 36 000 m/s. Similarly I have found no documentation highlighting a limit for velocity, and I have scanned my code for any obscure rounding errors, to which I found none.
If I set the mass to something like 1 or 0, I still get the same invisible cap. As for applying a small impulse, I don't face this issue. After more testing I have noticed that applying any impulse under 36,000 works just as expected, however anything above 36,000 will glitch as I explained above. For example applying an impulse of 1,000,000, the velocity will be 1,000,000 for one frame and then immediately go back down to 36,000 where is reminds if there is no linear dampening.
Thank you so much! This suggestion has propelled me quite far as I now work on my project using gameKit
When I open Xcode, and create a new project, it appears all of the Cocoa utilities are missing. For example in the first window pain of creating a new Xcode project, going into the MacOS tab I would expect to find the options for cocoa apps and cocoa frameworks, however neither of those options are there.
In the first example I set it up as an iOS game, and then tried to create a Cocoa framework inside of it, however I just created a new test document under the MacOS template, and it still does not provide me with any of the options associated with Cocoa