From: <no...@so...> - 2002-06-26 16:24:53
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Bugs item #573488, was opened at 2002-06-24 21:27 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=103248&aid=573488&group_id=3248 Category: BZFlag Group: None Status: Open Resolution: None Priority: 8 Submitted By: Dave Brosius (dbrosius) Assigned to: Tim Riker (timriker) Summary: Low FPS slow z movement Initial Comment: It has been reported that machines that have slow fps have slow jumping tanks. At the suggestion of chestal and cobra, I looked at the bug fix for falling thru buildings w/low fps. Perhaps I am missing something, but I believe this is the cause of the problem. The fix for falling thru platforms with low fps was to limit the timekeeper delta's between frames to at a maximum of 0.1s. Problem is, if you really DO draw frames slower than this delta, you necessarily extend the time taken in jumping (or dropping) For instance: say you have a 100 fps system, and jumping is supposed to take 1/2 second. 100 fps X 50 deltas = 1/2 second. -- each delta is .01 seconds Now suppose you have a 10 fps second, you still want the jump to take 1/2 second 10 fps x 5 deltas = 1/2 second -- each delta is .2 Yet, deltas are limited now to .1 so 10 fps x 10 deltas = 1 second thus slower jumping Seems like to prevent fall thru of buildings, we need to either specify a minimum fps to play bzflag, or perhaps, test the line from the old position to the new position for collisions with buildings. ---------------------------------------------------------------------- >Comment By: Chris Schoeneman (crs23) Date: 2002-06-26 09:24 Message: Logged In: YES user_id=21565 there's a very simple solution to this... limit any given timestep to X but run the update several times for each frame. const float dtMax = 0.1; float dt = /* whatever */; while (dt > 0.0) { float step = dt > dtMax ? dtMax : dt; dt -= step; /* update by step */ } ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2002-06-25 20:16 Message: Logged In: YES user_id=25311 Since this affects gameplay, it really should be reverted until a better solution is found. I second the idea to test the line from the old position to the new position for collisions. That should be ideal for any framerate. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=103248&aid=573488&group_id=3248 |