[ODE] simulation steps in a game

Erwin de Vries erwin at vo.com
Wed Apr 10 12:06:01 2002


This will indeed never work for any real realtime game. Especially not for
multiplayer games.

Erwin

----- Original Message -----
From: "J. Perkins" <jason@379.com>
To: <ode@q12.org>
Sent: Wednesday, April 10, 2002 14:04
Subject: Re: [ODE] simulation steps in a game


> Nate W wrote:
> > In my application, I step the world and then render the scene as fast as
> > the CPU will allow.  If that rate drops below 40hz, the frame rate
> > decreases and all motion slows down correspondingly.  In other words, I
> > never call world->step with a time interval of more than 25ms.
>
> FWIW, Grand Prix 2 did this and it ended being used as a cheat.
> People would intentionally load up their machines to get into
> "slo-mo", which would allow them to get better laptimes.
>
> I run multiple physics updates per frame in order to maintain
> stability.
>
> Jason
> 379
>
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