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#Actualic0de

Posted 23 November 2012 - 12:01 PM

I think I really need to clarify how my timestep works for example at 60 fps the physics engine will simulate 1/120th of a second twice per frame. The time required to render the last frame is divided up into intervals of 1/120th of a second and it processes 1/120th of a second that many times. So at 30fps it will do 4 updates per frame. What I'm really looking for is a better model for updating my physics. As for a definition of responsiveness it is how quickly the simulation reacts to input from the user. Stutter is when the framerate remains constant but motion appears to stop or slow down for fractions of a second I assume this is caused by the physics engine taking longer than the timestep to compute the update.

#1ic0de

Posted 23 November 2012 - 12:00 PM

I think I really need to clarify how my timestep works for example at 60 fps the physics engine will simulate 1/120th of a second twice per frame. The time required to render the last frame is divided up into intervals of 1/120th of a second and it processes 1/120th of a second that many times. So at 30fps it will do 4 updates per frame. What I'm really looking for is a better model for updating my physics. As for a definition of responsiveness it is how quickly the simulation reacts to input from the user. Stutter is when the framerate remains constant but motion appears to stop or slow down for fractions of a second.

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