Open GoogleCodeExporter opened 9 years ago
Are you using the dynamic time step? maybe you need to use a static time step
like this: physics. engine.
integrate(0.1);
Original comment by muzerly
on 30 Oct 2009 at 3:22
I will try and let you know.
Original comment by afil...@gmail.com
on 30 Oct 2009 at 3:24
So physics.step() is not the correct way to go?
Original comment by afil...@gmail.com
on 30 Oct 2009 at 3:26
if you want get the same speed on different fps, physics.step() is correct
Original comment by muzerly
on 30 Oct 2009 at 3:36
After looking at the source, I got a feeling that the fluctuating fps was
messing with my physics, only didn't
know that there was a way other than physics.step()
Not a bug.
Original comment by afil...@gmail.com
on 30 Oct 2009 at 3:41
but it doesn't suggest to use the dynamic time step on low fps. because it will
get the incorrect simulation.
Original comment by muzerly
on 30 Oct 2009 at 3:48
Duly noted. Thanks!
Original comment by afil...@gmail.com
on 30 Oct 2009 at 3:54
A great way to get reliable physics simulation when the FPS fluctuates is to
time each frame and run physics.integrate(0.1) multiple times depending on how
many ms has passed since the last frame. This is a great way to stop objects
from bouncing around or falling through things when the framerate is low.
Original comment by breakdan...@gmail.com
on 16 Dec 2010 at 4:28
Original issue reported on code.google.com by
afil...@gmail.com
on 29 Oct 2009 at 9:04