Update vs Draw 1 to 1?

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11 comments, last by NEXUSKill 13 years, 2 months ago
Though I don't have any experience, I have read that updating physics systems too quickly can cause floating point errors and erratic behavior, is this true?
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Though having more updates than draw isn't necessarily a bad thing, as far as I can tell... isn't it still best to have a 1:1 relationship? With N:1 it would mean that the graphics can't catch up, and with 1:N it would be drawing the same scene too many times.

How would it be marginally better if one is faster than the other unless the drawing can't catch up?

Though having more updates than draw isn't necessarily a bad thing, as far as I can tell... isn't it still best to have a 1:1 relationship? With N:1 it would mean that the graphics can't catch up, and with 1:N it would be drawing the same scene too many times.

How would it be marginally better if one is faster than the other unless the drawing can't catch up?


The idea behind wondering if N:1 would be better is that update is basically taking frozen samples to simulate something that should be continuous, therefore, the more samples you take, the more the result resembles the real values it is simulating. Think of it like an MP3 file, audio is a continuous wave, MP3 stores music by taking samples of the wave with a given frequency, to save space, the less samples it takes, the less quality the audio file will have, because it resembles less the original audio wave.


However I had not considered floating point error accumulation, that could be an issue, although I would expect a good physics engine to have some countermeasure to that built in.

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Never mind, I found the mistake in my own code :(

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