I've been working on a project that requires a lot of collision checking. http://scratch.mit.edu/projects/DB88/1081386 It functions pretty well in normal mode, but it is slow because of all of these checks. I tried running it in Turbo mode, and while things seemed to work a bit faster/smoother, the physics are not executed the same. In Turbo mode, the ball follows paths that should not be possible if the actual script is being executed properly.
Is this a known issue with Turbo Mode? What is it doing to cause this behavior? (Obviously, you'll have to download it in order to try it in Turbo Mode.)
Last edited by DB88 (2010-05-28 16:23:19)
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I've found that Turbo speed is buggy like that, too, though I'm not entirely sure why. I've found that the stage updates at the normal update rate, but the blocks execute so much faster, so some sensing may not work as expected.
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