[ODE] game loop and ODE loop out-of-sync
Jon Watte
hplus-ode at mindcontrol.org
Tue Mar 29 11:36:29 MST 2005
Did you read this? It talks about interpolation/extrapolation:
http://www.mindcontrol.org/~hplus/graphics/game_loop.html
Yes, if you want to draw intermediate positions, you need to
store the two last positions and orientations, and extrapolate
from them. Or you can store the last position and velocity,
and orientation and angular velocity, and extrapolate based on
that when rendering. It's not very hard.
Cheers,
/ h+
-----Original Message-----
From: ode-bounces at q12.org [mailto:ode-bounces at q12.org]On Behalf Of Achim
Moller
Sent: Tuesday, March 29, 2005 6:43 AM
To: ode at q12.org
Subject: [ODE] game loop and ODE loop out-of-sync
Hi,
there was a lot of information discussed on the mailing list about the
general timing of the game loop and how to include the call to ODE inside
this loop to keep a fixed time step.
But what happens if the actual game loop needs to deal with a variable delta
time, but ODE is stepped in this fixed interval segments?
In other words, using the recommended fixed-time stepping for ODE evaluates
the object positions at a fixed sample rate in time. But if the actual game
delta time is really variable, the game needs object positions 'between' the
sampeled ODE integration steps, right? Some sort of interpolation is needed!
Does anyone have done this? Any suggestions?
Thanks.
Achim
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