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Timing Problems [SOLVED]

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Alrighty, I've been integrating dynamics into my game, and using a fixed timestep for the simulation routine (its ODE by the way). I'm looping the simulation stage more than once to synchronise with the frame rate (using a catch-up technique). The problem i'm having is that my simulation is now not running at a constant enough speed, and my graphics are jerking slightly. Normally this wouldn't be a big issue, but I have a skybox scrolling at a constant rate, and the slight speed increases/decreases are obviously visible. Is there either a better way to keep dynamics simulations synchronised with game frame-rates, or am I doing something fundamentally wrong with this technique? If you know anything at all about this, please give me your pair of cents, i'm going out of my mind. =) [Edited by - Source on August 10, 2005 4:08:47 PM]

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Ok by the power invested in Google, I found an article covering this issue.

Normally I would delete my post or leave it, but I'm convinced that others either have this problem already or will encounter it, so I'll leave it by posting the link to the solution:

Clicky

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