RE: [Algorithms] Game loop timings
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From: Mark W. <Mwa...@to...> - 2005-04-07 23:39:24
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> > I can see how, on a CPU-limited console, you'd want to run=20 > physics at=20 > > a lower frame rate than graphics. However, for systems with=20 > > fast-moving objects and massive, interactive physics, you=20 > really want=20 > > physics stepped at rates of 100 Hz or more. Intel had a=20 > dual-core demo=20 > > at GDC that used Novodex and stepped physics at 200 Hz; very smooth. >=20 > You definitely need to step the solver and integrator at more=20 > than 30Hz. > 100Hz is usually good enough, yes. But: Hmm, on Carmageddon TDR2000 we had cars and objects moving at up to 1000 km/h (probably faster) using swept collision and interpolating/extrapolating graphics (which was a requirement for variable speed replay). The physics and collision was run at a "constant" 25Hz using the discussed N, N+1 technique. Whilst it probably could've been better, it wasn't at all bad for 1999 and certainly didn't require 100Hz updates! If you're using intersection based collision techniques then I'd agree that a faster update rate would be desirable. Cheers, Mark Torus Games |