[ODE] ODE behavior depends on frame rate. How to avoid this?

Sergey Sergey <sergey_eu at cea.ru>
Sat Feb 1 12:33:02 2003


Hello,

I am creating simple arcade racing game and recently have faced the
following problem: ODE behavior depends on frame rate because I use
dWorldStep (worldID, fTimeBetweenFrames)

I've read suggestion to divide physics and render cycles: use thread
for physics step and use main game cycle for rendering, but this won't
work in my case because I use modified Windows messaging cycle
(PeekMessage () instead of GetMessage ()) and unfortunately threads
does not work with PeekMessage () :( 


How can I avoid dependency on frame rate? Any suggestions are welcome.

Sergei.