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  [Odejava] Frame rate independance  (Read 1384 times)
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Offline darkprophet

Senior Devvie

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« Posted 2004-10-19 16:11:03 »

how is this achieved in ODE? because im calling:

world.setStepSize(timerPerFrame); which I am doing in order to maintain frame independance. However, that comes at a great cost. Because the float is not a constant, you always get this "random" factor every time you run the program. Which I feel that I should not be calling setStepSize every frame...

So how does ODE do it, does it have its own timer? Or is there a method I should call?


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Offline William Denniss

JGO Coder

Projects: 2

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« Reply #1 - Posted 2004-10-19 21:23:37 »

You are not meant to change the step size too frequently as ODE makes many assumptions based on the step size so changing it introduces error (as you have seen).  There are solutions but I am not the best person to tell you about them (being that I am also in need of one).  I suggest checking the ODE mailing list archives or ask a question on the list.


Offline darkprophet

Senior Devvie

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« Reply #2 - Posted 2004-10-20 17:07:54 »

all the solutions that I have seen refer to limiting the FPS. And then having a set StepSize...

Btw, ive also found out that ODE gives a more realistic simulation when the interpolation between frames is doubled...

Is there a logical explanation for this?

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Offline darkprophet

Senior Devvie

Go Go Gadget Arms

« Reply #3 - Posted 2004-12-10 21:18:36 »

for the frame rate independance thing. i have found a good solution.

The person limits the calls to step() to a set number in a frame...e.g. 100. Then setting the stepsize to be 2/100 (because 1/100 doesn't seem to give a good simulation, so doubling it is pretty good!).

This gives me frame rate independance, so I can go about my usual business without having to limit the FPS....

Hope this is useful for someone cause it took me quite a while to come up with this simple solution Smiley


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Offline Badmi

Senior Newbie

Java games rock!

« Reply #4 - Posted 2004-12-17 00:41:21 »

What would happen if you make the game frame rate independent and give ode the average step size every now and then.
Offline darkprophet

Senior Devvie

Go Go Gadget Arms

« Reply #5 - Posted 2004-12-17 12:24:46 »

This is what we are currently doing but I dont want to restrict the user to use FixedFramerateGame or FixedLogicrateGame.

This is the only real solution i could come up with.


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