delta time

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smallville7123
Posts: 1
Joined: Sat Feb 12, 2022 10:19 am

delta time

Post by smallville7123 »

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
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drleviathan
Posts: 849
Joined: Tue Sep 30, 2014 6:03 pm
Location: San Francisco

Re: delta time

Post by drleviathan »

s there a way to obtain a seperate time step for world/player
No.
does Bullet support rapid iteration of delta? eg from 1 and 0.000000001 very rapidly without any bugs in the physics?
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.

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.
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