[ODE] simulation steps in a game
Karlsson, Henrik
Henrik.Karlsson at dice.se
Wed Apr 10 00:13:02 2002
xbox, pc and ps2 mostly...
The bigger step you can take the better... as long as you can avoid wierd
behaviours or the system blowing up there is no reason to take small steps..
but I warmly recommends running the physics on constant framerate.. you can
always try to create some culling system for the physics, but thats not
easy.
Don't let your frame rate decide your physics update rate (if your framerate
is static its ok though)... this means that you don't have to run the same
amount of physics updates per frame update... as long as you keep your
physics update static..
Henrik Karlsson,
Sweden
-----Original Message-----
From: Nate W [mailto:coding@natew.com]
Sent: den 9 april 2002 23:09
To: ode@q12.org
Subject: Re: [ODE] simulation steps in a game
On Tue, 9 Apr 2002, Nate W wrote:
> Something like this came up in discussion before, and IIRC the consensus
> is that there is no advantage to stepping the world twice for a single
> render.
Scratch that, I wasn't recalling correctly. :-) I got that backward.
Now that I think about it, if have enough CPU power to step the world two
or three times faster than your display will allow you to render it, then
it's probably a good idea to do so.
Henrik, what kind of hardware are your games running on, and how many
bodies and joints are you simulating?
--
Nate Waddoups
Redmond WA USA
http://www.natew.com
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