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pX_move and time_step #414067
12/21/12 21:21
12/21/12 21:21
Joined: Nov 2008
Posts: 354
saeculum II
MPQ Offline OP
Senior Member
MPQ  Offline OP
Senior Member

Joined: Nov 2008
Posts: 354
saeculum II
Hi,

got the following problem:
I used to set fps_max to a special value and had no problems with my physX simulation, but since I am using variable fps my entity is moving with different speed though I am using time_step. What's wrong?

Last edited by MPQ; 12/21/12 21:22.

new project in early stage...

Intel Xeon X3450 2,66GHz | Mushkin 8 Gib | Zotac GTS250 + 7300LE | A8.3 com
Re: pX_move and time_step [Re: MPQ] #414072
12/22/12 09:16
12/22/12 09:16
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
have a look at 'pX_setsteprate'


POTATO-MAN saves the day! - Random
Re: pX_move and time_step [Re: Kartoffel] #414135
12/23/12 18:36
12/23/12 18:36
Joined: Nov 2008
Posts: 354
saeculum II
MPQ Offline OP
Senior Member
MPQ  Offline OP
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Joined: Nov 2008
Posts: 354
saeculum II
ye thanks, I ve already seen that! But I made a few attemtps with pX_setsteprate and nothing changed. What settings do I have to adjust?


new project in early stage...

Intel Xeon X3450 2,66GHz | Mushkin 8 Gib | Zotac GTS250 + 7300LE | A8.3 com
Re: pX_move and time_step [Re: MPQ] #414138
12/23/12 19:06
12/23/12 19:06
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Posts: 2,210
Bavaria, Germany
I'm not sure but with the right setting physX should do the time adjustment itself, so you don't have to use * time_step in your physics-functions


POTATO-MAN saves the day! - Random
Re: pX_move and time_step [Re: Kartoffel] #414240
12/27/12 13:59
12/27/12 13:59
Joined: Nov 2008
Posts: 354
saeculum II
MPQ Offline OP
Senior Member
MPQ  Offline OP
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Joined: Nov 2008
Posts: 354
saeculum II
ok thx I am gonna try this out!


new project in early stage...

Intel Xeon X3450 2,66GHz | Mushkin 8 Gib | Zotac GTS250 + 7300LE | A8.3 com

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