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Re: Strange inconsistencies
[Re: Jason Bryant]
#42749
04/20/05 08:10
04/20/05 08:10
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Joined: Aug 2001
Posts: 2,320 Alberta, Canada
William
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Joined: Aug 2001
Posts: 2,320
Alberta, Canada
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Quote:
I hope it does. Currently the movement of physics objects is not interpolated between physics frames, which leads to some of the problems I have mentioned earlier. Once this interpolation is in place I want to check this falling behavior again as the two might be related. I do not have a time estimate as to when this will be done.
Have you finished the interpolation for the physics objects yet? I'll be needing this as soon as possible... if you need someone to test it I can. Currently, I am having trouble with my powerslides(they use forces), and my steering. There are multiple jerks when the framerate is lower... this is very frusterating; I need to visualize and tweak the gameplay as a whole without all the jerks.
I also have a question about forces in general. Should I multiply the value i'll be using in something like phent_addcentralforce() by time? Or does a force automatically multiply its value by time regardless? Thanks.
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Re: Strange inconsistencies
[Re: jcl]
#42751
04/26/05 22:40
04/26/05 22:40
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Joined: Sep 2003
Posts: 3,236 San Diego, CA
Marco_Grubert
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Joined: Sep 2003
Posts: 3,236
San Diego, CA
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Okay, I have made a large number of changes and bugfixes to the physics engine and the timings appear to be constant now for framerates from 25 to 300 (beyond that precision would get flaky so it's a hardcoded limit). Rereading the posts, though, I am still not sure that I understand the various problems that were mentioned. Thus, if you have sample code that currently exhibits timing issues when run at different fps_max rates, I would like to run it with the beta for comparison. -> mgrubert@conitec.et
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