I have a setup where an enemy (a simple ball, RigidBody3d) chases the player. The enemy is moved with apply_central_force multiplied by a speed variable in _physics_process, and on my destop, this works great:
target = player.global_transform.origin - global_transform.origin
target = target.normalized()
target = Vector3(target.x,0,target.z)
apply_central_force(Vector3(target*speed))
However when I export the project and run it on an old-ish Laptop, the RigidBody3d will move only in extreeemely small increments, so that it seems it's barely moving at all.
While I don't get much fps on the laptop, the rest of the project level is still playable overall.
Does this mean the force gets applied less often (less frames) and therefore the ball moves only a fraction of what it's supposed to move? I f so, is there any way to account for that in the code?
(and aren't physics simulations supposed to be largely fps-independent precisely beacuse they run on a fixed tick process?)