[ODE] dWorldStep at 60 FPS

Pierrre-Laurent CHAMBERT pilo.c at wanadoo.fr
Fri Feb 2 16:17:36 MST 2007


Hi Jeff

 From what I understand, your problem is the time step you use : if you 
use 0.01s at each step, and do that 60 time per second, then you update 
the physics by 0.6s for 1s of game...
if you want 60fps, you need to have time step = 1/60 ~= 0.0166667s

I hope this will help you ;)

Pilo

Jeff King a écrit :
> Hello guys:
> 
>  
> 
> I am calling dWorldStep with a step of 0.01 each time.  When I let the 
> app run as fast as it can then my objects fall and move quickly.  It 
> looks good.
> 
>  
> 
> Because of the fact that I can’t be certain about other people’s 
> machines, I limit to rendering at 60fps, I also limited the physics 
> updates to 60 fps…. But when I do that, the physics runs unbarably 
> slow!  I have tried changing the step and calling dWorldStepFast1, but I 
> would need to increase the step to 0.2 to run at a somewhat decent rate 
> (it still needs to be increased to run normally), however, I’m sure you 
> know, running at that has soo many problems.
> 
>  
> 
> So, my question is … How do you limit the physics updates at 60fps and 
> not have ode run super slow?
> 
>  
> 
> What am I missing?
> 
>  
> 
> Thanks
> 
> Jeff.
> 
> 
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