[ODE] Switching from Drawstuff to My own graphics engine
Robert Rose
rose at cafwap.net
Sun Oct 19 13:01:25 MST 2003
On Sunday, October 19, 2003, at 07:04 AM, smythst wrote:
> I've been playing around with ODE, and using Drawstuff for quick
> prototyping.
> However now the time has come to integrate my car physics into an
> already
> written graphics engine. Problem is I'm not exactly sure how to handle
> the sim
> loop myself. How should I call dWorldStep() - I mean how often, and
> where in
> my ode code. I've read that you should have a seperate ticker for your
> physics
> engine (from the graphics one) and that the physics ticker should be
> faster.
> Is this true, and why?
I've never heard that before, but I suppose it might make sense
depending upon your application. Dynamics calculations are often times
a lot more intensive than the rest of the items that occur in your
render loop, so it might make sense to only run the dynamics every 3rd
frame or so, I suppose, or even have a completely separate timer for
the dynamics. In games, you want a quick render loop and players
probably wouldn't notice if you only ran the dynamics at 1/4-1/2 the
frame rate, especially so if your game gets > 30fps.
First I would try just putting dWorldStep() and the collision detection
right in your render loop. Pass dWorldStep() the delta between frames.
-robert
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