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Posted 03 October 2012 - 05:39 PM
Posted 03 October 2012 - 06:55 PM
Posted 04 October 2012 - 12:38 PM
Posted 04 October 2012 - 01:34 PM
Edited by serumas, 04 October 2012 - 01:44 PM.
Posted 04 October 2012 - 01:53 PM
Posted 04 October 2012 - 02:21 PM
Posted 04 October 2012 - 02:32 PM
It is not possible to fix something to an exact interval.
I don't understand how that could work though. I thought the point of this was to make sure that physics ticks at an exact interval.
The renderer. Physics won’t updated at an interval fast enough to provide interpolations meant for the renderer. Since they are only meant for the renderer, they should be updated by the renderer.
Also, when it comes time to render, who does the interpolation, the renderer, or the physics engine? I ask because my system is multi-threaded.
Edited by L. Spiro, 04 October 2012 - 02:36 PM.
Posted 04 October 2012 - 02:54 PM
Posted 04 October 2012 - 03:01 PM
Posted 04 October 2012 - 09:07 PM
Posted 06 October 2012 - 02:54 PM
Posted 06 October 2012 - 04:31 PM
Posted 08 October 2012 - 12:56 AM
I'm afraid not.
I have one last simple question, and I believe I know the answer. I assume the safest way to handle passing the data from Physics to Rendering would be all at once in a structure. For example, have a PhysicsFrame class that holds the ObjectID, its transformation, and the Matrix of every changed object in the physics frame. Then pass that to the Renderer, and have it apply the percentage of interpolation between the new matrix and the old matrix per object. Does that make sense?
Edited by Krohm, 08 October 2012 - 12:57 AM.