is there a way to obtain a seperate time step for world/player
for example, all objects (except for the player) move at 0.0000001 delta
the player object moves at 1 delta
also does Bullet support rapid iteration of delta? eg from 1 and 0.000000001 very rapidly without any bugs in the physics?
for example:
1. objects briefely moving insanely fast for a short amount of time (eg the object will teleport a VERY large distance (possibly across the entire map) when going from 0.000000001 delta to 1 delta instantly, when it otherwise should not do that)
2. objects getting insane amounts of force applied to them when going from 0.000000001 delta to 1 delta instantly, resulting in objects being flung all over the map then they otherwise should not be flung
delta time
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Re: delta time
No.s there a way to obtain a seperate time step for world/player
No. You will tend to get buggy/inconsisten behavior if you vary the time step. The length of the time step affects at which speeds various objects might tunnel through others. It can also affect the effective stiffness of constraints. At worst, depending on what custom logic you're running in your simulation, you could get instabilities (e.g. NaN introduction) if you let the time step get too large.does Bullet support rapid iteration of delta? eg from 1 and 0.000000001 very rapidly without any bugs in the physics?
The path I recommend is: determine the maximum speed and minimum size of object you want in your simulation and then use a time step that is just small enough to prevent tunneling. In other words: tune the simulation parameters so that it succeeds at doing what you want.