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Running uphill
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Esenthel Offline
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Post: #16
Re: Running uphill
So have you tried setting

Code:
Physics.create(..);
Physics.timestep(PHYS_TIMESTEP_VARIABLE);

?
02-27-2009 11:05 AM
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maxest Offline
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Post: #17
Re: Running uphill
Quote:Physics.timestep(PHYS_TIMESTEP_VARIABLE);
Well, that actually helped... I checked only ROUND (thought VARIABLE is default, honestly, you could point in headers which enum's are default pfft). Right now it's actaully ok, some really subtle smooth speedups and slowdowns can be seen, but they're so subtle that almost not noticeable.

However, why does the "game" works on your computer without this timestep changing?
This is the video (without timestep changed): <!-- m --><a class="postlink" href="http://maxest.fm.interia.pl/game_physx_quakeing.avi">http://maxest.fm.interia.pl/game_physx_quakeing.avi</a><!-- m -->. Quakeing can be seen about 5 times (mostly at the beginning of the video)
02-27-2009 02:45 PM
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Esenthel Offline
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Post: #18
Re: Running uphill
Quote:I checked only ROUND (thought VARIABLE is default, honestly, you could point in headers which enum's are default pfft
Code:
PHYSICS& timestep (Byte mode   );  Byte timestep (){return _timestep ;} // set/get PHYS_TIMESTEP_MODE                                , default=PHYS_TIMESTEP_ROUND

Quote:However, why does the "game" works on your computer without this timestep changing?
I had framerate of 60, which is perfectly synchronized with the physics precision which were set in your demo
02-27-2009 04:59 PM
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