I’ve got a gravity system that seems to be going backwards when compiling for Neko versus C++. This couldnt have happened without anyone noticing could it?
That indeed doens’t sound right.
One thing you have to watch out for is to initialize your class fields - by default, basic types such as Int
/ Float
/ Bool
are null
on Neko rather than 0
/ 0.0
/ false
. Perhaps that is related to you issue in some way? Although it usually just leads to crashes.
Thanks ver much for the help, that fixed it! It turns out I wasnt setting my collision value to anything, whereas it should be 0.
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