[ODE] Stepsizes and framerates

Arvid Norberg c99ang at cs.umu.se
Fri Dec 13 21:48:01 2002

On Fri, Dec 13, 2002 at 09:58:04PM +0100, Anders Olofsson wrote:
> >2. Keep your timesteps of length x ms, and every time you're going to run
> >your world, run N timesteps of length x so that x * N ~= elapsed time.
> >Then render once. (this is what I use now.)
> I've tried this and it seems to work out nicely.

In addition, if the render frame rate is higher than the simulation frame rate you could linearly interpolate between two simulation steps. It will make the animation much smoother.

Arvid Norberg