[ODE] Is a variable frame rate possible?
John
john at blippygames.com
Mon Dec 5 16:39:07 MST 2005
Hrm, that's what I thought. The hidden problem is that all the collision
handling must be done on each ODE step (correct?), inverting the loop
control somewhat, so that ODE ends up steering the whole ship instead of
the application doing the driving. The ODE step must be small enough so
that integer multiples of the step will approximate the actual time
period -- which means lots of steps.
Thanks. -John
Tedd Streibel wrote:
> You can feed ODE whatever simulation time period you want. The downside is
> that varying time values per frame will give you sometimes unpredictable and
> unstable results. The generally accepted (and stable) method is an ODE sim
> loop each render frame that runs as many times as necessary to "catch up" to
> the render time. As a side note, the ODE time period should be as small as
> possible, but the tradeoff is performance. Typically people run ODE with a
> time period between 0.005 seconds to 0.02 seconds per simulation frame.
>
> Here is roughly what the pseudo code might look like:
>
> game loop()
> {
> while(accumulated sim time < current time)
> {
> float sim period = 0.01 --> choose your own value for this
> run ODE(sim period)
> accumulated sim time += sim period
> }
> do rendering()
> }
>
> -----Original Message-----
> From: ode-bounces at q12.org [mailto:ode-bounces at q12.org]On Behalf Of John
> Sent: Monday, December 05, 2005 12:04 PM
> To: ODE at q12.org
> Subject: [ODE] Is a variable frame rate possible?
>
>
> Is there any way, hack or otherwise, to have a variable frame rate with
> ODE?
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