[ODE] Simulations running in real time?

Chris Royce croyce at ntlworld.com
Tue Mar 29 17:27:36 MST 2005


In this example what is totalTime and deltaTime.

deltaTime is this the time taken for the simLoop method to be run ?

totalTime is defined as what.

Sorry im a little lost on which is which.

Cheers

Chris

----- Original Message ----- 
From: "Megan Fox" <shalinor at gmail.com>
To: "Hampus Soderstrom" <hampus at sxp.se>
Cc: <ode at q12.org>
Sent: Monday, March 28, 2005 6:25 PM
Subject: Re: [ODE] Simulations running in real time?


> Just use code something like this:
>
>    // Make sure time is accrued properly for the phys step count
>    this->totalTime += deltaTime;
>
>    // Then advance the world up to present time
>    unsigned int iters = 0;
>    while(this->totalTime > PHYS_STEPSIZE)
>    {
>         // ... entity processing
>
>        nOpende::JointGroupEmpty(this->physContactJointGroupID);
>        nOpende::SpaceCollide(this->physColSpaceID, this,
> this->PhysCollisionCallback);
>
>        nOpende::WorldQuickStep(this->physWorldID, PHYS_STEPSIZE);
>
>        this->totalTime -= PHYS_STEPSIZE;
>
>        iters++;
>    }
>
>
> Very simple.  It runs ODE in real-time with a fixed timestep, without
> loosing those fractions of a timestep you'll drop if you're just doing
> "if deltatime > X"
>
> -Megan Fox
>
> On Mon, 28 Mar 2005 22:45:21 +0700, Hampus Soderstrom <hampus at sxp.se> 
> wrote:
>> You could also lock he framerate to 60 pfs or something. On a computer
>> that is too slow and can't keep up with the framerate you selected it
>> will run slower though.
>>
>> 2005-03-28 kl. 20.28 skrev George Birbilis:
>>
>> > use multiple threads
>> > see a paper at the Novodex website (now called Ageia or something),
>> > search for Novodex SDK papers and at see the PDF about multithreading.
>> > You can apply similar technique to ODE I suppose
>> >
>> > -----
>> > George Birbilis (birbilis at kagi.com)
>> > Microsoft Most Valuable Professional
>> > MVP J# for 2004 & 2005
>> > http://www.kagi.com/birbilis
>> > --------------
>> > ----- Original Message ----- From: "Chris Royce" <croyce at ntlworld.com>
>> > To: "ode" <ode at q12.org>
>> > Sent: Monday, March 28, 2005 4:10 PM
>> > Subject: [ODE] Simulations running in real time?
>> >
>> >
>> > Hello there I'm trying to get my simulation to run in real time,
>> >
>> > Basically the problem I'm having at the moment is that the simulation
>> > is running at different speeds on different computers. I'm working in
>> > C++ and using the drawStuff interface.
>> >
>> > I'm also noticing that by changing the dWorldStep value the motion
>> > varies quite considerably, whereas I'd expected to run simply faster
>> > or slower ?
>> >
>> > Thanks for any advice
>> >
>> > Chris
>> >
>> >
>> > -----------------------------------------------------------------------
>> > ---------
>> >
>> >
>> >> _______________________________________________
>> >> ODE mailing list
>> >> ODE at q12.org
>> >> http://q12.org/mailman/listinfo/ode
>> >
>> > _______________________________________________
>> > ODE mailing list
>> > ODE at q12.org
>> > http://q12.org/mailman/listinfo/ode
>> >
>>
>> _______________________________________________
>> ODE mailing list
>> ODE at q12.org
>> http://q12.org/mailman/listinfo/ode
>>
> _______________________________________________
> ODE mailing list
> ODE at q12.org
> http://q12.org/mailman/listinfo/ode
> 




More information about the ODE mailing list