In this lesson we saw the “overshooting” actual distance moved problem, related to deltatime. I’m struggling to grasp the effective problem that happened. Is it a scenario where for istance, the first tick has taken way too much time, and the platformVelocity (100) is multiplied for let’s say a huge value like 2, resulting in way too much movement? So is deltatime needed to be capped at a upper limit also? Maybe I don’t get DeltaTime effective meaning at this point
Overshooting is where velocity x delta time added to the position of the object and the resulting position passes over the target location.
The best way to solve this is to check that the distance to travel is > the distance about to be travelled then it is ok to move, otherwise snap to the target location. I assume at this point the direction of travel would reverse.