Comments (1)
The demos simply execute updates at the refresh rate of the monitor or as close to that as it can get. That does indeed mean that changing the timestep duration from 1/60 to 1/120 will make time progress half as fast, since by default, only one timestep is executed per graphical frame.
This was done for simplicity and for debugging; it's often helpful to have a visual representation of every single frame, and there's no hard requirement for consistency in the demos application.
That said, it was definitely less wonky back when most monitors were only 60hz. I was playing around with it on a 240hz laptop recently and... something does probably need to change :P
I might just add a simple flag for temporal accumulation based timestepping. There's already an example implementation commented out in the demo update showing how to do it.
from bepuphysics2.
Related Issues (20)
- Consider incremental tree refines on insertion HOT 1
- Instability caused by ApplyImpulse HOT 1
- Tree metanodes contain obsolete data
- Regressions on 16-wide vectors HOT 1
- Consider `Compound` vs `BigCompound` heuristic helper
- Building convex hull fails for a specific mesh (.obj included) and results in memory corruption HOT 5
- Risky stackallocs
- Spin/Friction Issues with the Character Demo HOT 2
- Remove constraint while retaining other constraint references HOT 7
- Handle versioning
- NaNs after collision bug ? HOT 1
- Assertion raised in AddUnsafely HOT 11
- 2.5.0-beta.20 - Convex hull error HOT 8
- Flat "fractal like" mesh fails to compute convex hull (unsure if bug or expected) HOT 4
- it should be b*b -4*a*c here? HOT 1
- Individual Mesh-Mesh Collision HOT 11
- Demos do not work on Mac OSX HOT 4
- BepuUtilities: Implementation for Matrix4x4Wide? HOT 2
- Freeze and explosive memory growth when newing a ConvexHull with specific input HOT 2
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