|
|
Slime wrote:
> Of course, if you see the framerate dropping for this reason, the *best*
> solution is to admit that you're doing more work than you can handle in the
> time you have, and either increase the timestep, reduce the number of
> objects being simulated, or optimize physics engine. =) (It doesn't hurt to
> have a fallback, of course.)
Unfortunately, we always seem to come back to a dynamic timestep. I
suppose the "best" solution would be to have a range of timesteps that
are acceptable, and to keep it as low as possible, but never out of this
range.
--
...Ben Chambers
www.pacificwebguy.com
Post a reply to this message
|
|