RE: [Algorithms] Constant-rate physics. was: runge Kutta
Brought to you by:
vexxed72
From: Scott Le G. <va...@be...> - 2001-08-31 20:21:50
|
I'll second that. Back in the days of yore, the only reason I tied to the framerate was the lack of horsepower to do anything else (physics for BattleSphere were all in assembler, midpoint integration, 24 MHz RISC with 4K total RAM to integrate 256 objects at 30-60 fps). That hasn't been a problem since my first P3-500. I feel downright spoiled these days, but I have a whole new generation of peeves. Scott At 04:38 PM 8/31/2001 +0100, you wrote: >The lerp is very cheap compared to the whole process of rendering, and it >means you can cope with any graphics framerate at all without (huge) >problems with aliasing. This is extremely important on PCs, where you have >no idea what the monitor refresh rate is going to be. On consoles it's still >relevant - remember the 50/60Hz difference. > >Tom Forsyth - Muckyfoot bloke. > >What's he up to now (and can I have a go)? >http://www.eidosinteractive.com/downloads/search.html?gmid=86 |