right now i move my player around with
movementSphere.addForce(new Vector3f( -12, 0, 0 ));
however, multiplying by the scalar tpf makes my movement very weak (not noticeable) and dividing causes an internal error! heh.
i am confused what tpf represents? (obviously time per frame) however, wouldnt it be better to multiply by desired framers per second/ actual frames per second? or something like that
therefore if you are getting the desired 60 frames per second, you move at 5 * 1 speed, however if you are only running at say, 15 frames per second, in that same second you move at 5*4 speed?
i am confused about this

sorry!
edit: sorry, i was making a mistake. giving a float and multiplying it by tpf (i was using the wrong tpf variable! i needed the one out of my update method) and then applying it the node with force works appropriately. thanks for the help