Yup, that fixed it. Saved me having to rework the sliders. Thanks.
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The actual physics processing is done in _integrate_forces, but I set the flags to turn thrust on/off outside of that. I think this is where the discrepancy in the time-step is causing me problems.
I switched from 'add_constant_central_force()' to 'apply_central_impulse()' and it appears to have fixed it, but now I need to figure out how to integrate the "burn duration" slider back in. (it was just an await() to reset the constant force, but I didn't want to move that into _integrate_forces())
Looks like I have some refactoring to do now.
Thanks for your help!
oh geeze, I found the bug that pulls it to the right.
The rocket physics is pretty basic. I don't do anything hand-rolled. Its just a rigidbody physics object that I apply some force to and let the physics engine handle the rest. But, I also applied a constant force to it so the player doesn't slow down too much for the longer levels. The problem is, I forgot to rotate that constant force in the direction of travel. It doesn't fix the determinism, but its still something.
Awesome! Thanks for your help!
Your upgrade menu is very well done. It has a very good sci-fi feeling with the popup animations. It wouldn't let me pan around until after I had purchased something each round, but that didn't prevent me for getting all of the upgrades eventually.
The start was very slow, but once I got the first speed and health upgrades it was smooth sailing.
Yeah, I should have spent a little more time tweaking the controls. Or just had someone play-test it during the jam to show me it was a problem worth spending time on (It's my first jam, so, live and learn). I already implemented 2 of your suggestions for a post-jam upload. I may do the last one just to learn text boxes and how validating input works in godot.
I have no idea how to fix the non-determinism. I stripped down the code to bare bones and couldn't find where it was coming from. It just pulls to the right; which is noticeable in a game that relies on a bit of precision. I may try reproducing it on a blank project to see if it's me or the physics engine.
Thanks for playing my game, I appreciate the feedback
