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Fixed rate update

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After some nagging from an colleague I used to work with at Lionhead I decided to use Fraps to make a small movie of my little game in action.

You know what I found?

The framerate drop introduced by Fraps when recording the movie totally blew the numerical integrators used in my AI update functions - things seeking paths were having a little difficulty staying on path because the steering functions just lost numerical stability.

Where I work currently the game engine uses a 100hz update for all AI and physics. I used to be against this but now I have seen my own numerical instability and what that looks like - I am all in favour of it now.

So, now I am on a quest for a decent method of achieving a 100hz update...
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Hey Byron, it's good to see another quality Developer Journal coming around. Welcome to the gang!

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