Original Post
Hi there, I guess i''m facing a quite common issue; but I still haven''t find a way to deal with it nicely:
I''m wondering how to adapt the dt (timestep) to the actual (variable) framerate. I first set dt=difference between 2 frames but it did wrong, especially when the framerate was ''jumping''. So I''m planing to have a fixed dt but trunc the move of the objects to a fraction of what the physical modelisation gets.
Any thoughts on usual ways to deal with theses kinds of issues ?
BTW, I''ve thinked a while about physical systems and I''ve come to the conclusion that movements are not predictible nor reproductible (bcs of time discretisation that relies on lots of extern parameters...). How do the ''real'' productions deal with it ? (for instance, when a game can "replay" a scene when the hero dies, how can you guarantee the character will re-die?!!!)
tanx in advance