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	<title>HOWTO fixed vs variable timestep - Revision history</title>
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	<updated>2026-04-08T20:37:56Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://ode.org/wiki/index.php?title=HOWTO_fixed_vs_variable_timestep&amp;diff=99&amp;oldid=prev</id>
		<title>imported&gt;Russ: Created page with &quot;Here is a simple solution for using ODE in an environment with a variable timestep, like a game with an update function that takes the time elapsed since the last call. I just...&quot;</title>
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		<updated>2019-01-07T04:31:11Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;Here is a simple solution for using ODE in an environment with a variable timestep, like a game with an update function that takes the time elapsed since the last call. I just...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Here is a simple solution for using ODE in an environment with a variable timestep, like a game with an update function that takes the time elapsed since the last call. I just used this method in a game I am working on and it works very well, reducing the jitters significantly.&lt;br /&gt;
&lt;br /&gt;
  cache = 0&lt;br /&gt;
  timestep = .01&lt;br /&gt;
 &lt;br /&gt;
  update(time_elapsed)&lt;br /&gt;
  {&lt;br /&gt;
    cache += time_elapsed&lt;br /&gt;
    while(cache &amp;gt;= timestep)&lt;br /&gt;
    {&lt;br /&gt;
      ~normal simloop of ode using &amp;#039;timestep&amp;#039; here ~&lt;br /&gt;
      cache -= timestep&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;/div&gt;</summary>
		<author><name>imported&gt;Russ</name></author>
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