[ODE] simulation steps in a game

Karlsson, Henrik Henrik.Karlsson at dice.se
Tue Apr 9 11:35:02 2002


It's very common that you always run the physics update at the same rate to
keep the right "feeling" to your game.. In our games we run at around 150
updates per second while the framerate is at 60fps (hopefully :)..

This depends alot on what kind of integrator you're running though... The
more accurate and stable the less number of updates you can do... 

Try it out and see how low you can go?.. the less the better :), then you
can use your computer power to other candies :)

Henrik Karlsson,
Sweden



-----Original Message-----
From: madmax@red-falcon.net [mailto:madmax@red-falcon.net]
Sent: den 9 april 2002 20:09
To: ode@q12.org
Subject: [ODE] simulation steps in a game


Hi!
I'm just trying to integrate ODE into my hobbyist 3D game engine.
At the moment the physics simulation is tied to the frame rate; so a frame
rate of 50 fps corresponds
to 50hz simulation.
I just wondered, what framerate is necessary for smooth and stable physics.
Shall I double the number
of simulation steps if the framerate drops below a minimum, say, 50Hz, thus
doing 2 simulation steps
per rendered frame. Or do you use ways of making the physics simulation
independent of the rendering.
(threads ?)

Stephan Kaiser


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