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onnel

Physics update rate for projectiles

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What is a good rate to run my physics for projectiles at? Parts of my engine (dealing with collisions, etc...) are running at 200 mhz (200 times/second), but is this overkill for projectiles (think bullets and the like)? Obviously, if I can get away with running theem at a low rate, I''ll gladly do so to save cpu overhead. How fast do these sorts of things need to run? Onnel

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Guest Anonymous Poster
doom3 uses an adaptive+individual update rate for everyobject.

Use sweep volumes.
Uptdate sweep volume when the projectile due to drag and
gravity is leaving it to much (4 cm?), or has collided.

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How fast are they moving? If they''re moving super fast, then maybe just don''t simmulate them as a rigid body, instead just do a collision test with the level+enemies against a ray.

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