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Tom York wrote:
> Chambers <ben### [at] pacificwebguy com> wrote:
>> 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.
>
> Found it! Try:
>
> http://www.gaffer.org/game-physics/fix-your-timestep
>
> I found this article very useful a while ago when I was messing around with toy
> spring-mass simulations.
>
> Tom
Thanks, I'm aware of this article. Unfortunately, the only part that
pertains to the problem I initially posted was in one of the comments,
where the author stated that is is possible to get into a "spiral of
death" when CPU bound.
This SoD is exactly the problem I'm trying to alleviate :)
--
...Ben Chambers
www.pacificwebguy.com
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