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