Re: [Algorithms] Game loop timings
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From: Alen L. <ale...@cr...> - 2005-04-08 13:09:08
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>Sorry, I didn't see that bit... I just ment to provide a reference. I posted that part after you posted your reply, so couldn't possibly see it in advance. > but I recall we had both stacks of boxes (first level) and articulated bodies such as "mutant tail thing" which is essentially a large multi-part mace. I guess even the doors and hoods could be considered articulated, as they were hinged. The main problem scenario for us was tall thin poles with rotation about perpendicular to the long axis of the pole such that when one end of the pole was resolved, it'd just push the other end in resulting in small jitter. Yes, it does work, but it is more stable with smaller timestep. We initially wanted to make our whole system run at frame time, and it worked even for stacks and for articulated systems. Mostly. But it jitters too much if systems are a bit more complicated (like ragdolls), or if stacks include articulated systems etc. So we now use substepping for all clusters with more than one body. Cheers, Alen |