[ODE] interpolating between physics frames to get the actual positions in the render time
gl
gl at ntlworld.com
Thu Apr 17 02:47:01 2003
I'm running ODE at 100Hz and just rendering as fast as I can, and I have yet
to detect any kind of jitter whatsoever with vsync enabled (although I do
plan to do basic linear interpolation between frames at some point, just to
make > 100fps useful). I guess the problem is more pronounced at lower
update rates.
--
gl
----- Original Message -----
From: "juhani honkala" <juhnu@all-m.com>
To: <ode@q12.org>
Sent: Thursday, April 17, 2003 6:16 AM
Subject: Re: [ODE] interpolating between physics frames to get the actual
positions in the render time
> thanks for your replies..
>
> I'm using 100 hz physics coz it's used in the multiplayer client/server so
I
> need deterministic results of the physics across
> different clients(and in the server as well). This efficiently means that
I
> can't lock the physics rate to an integer multiply of
> the screen refresh rate until I force the screen refresh rate(or frame
rate)
> being 50 hz flat or some other meaningful value
> the every client can maintain. It's really the thing I don't want to do
(not
> 100% about that anymore tho;) Without need for
> the exact synchronization between the server and client would I definitely
> adjust the physics step to an integer multiply of
> the actual frame rate.. or even using variable physics timestep but in
this
> case it's no-go i think.
>
> the idea of extrapolating instead on interpolating between the frames was
> kinda nice..would keep the lag smaller.
>
> Have to think about it.
>
>
>
>
> juhani
>
>
>
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