retsam
09-02-2010 12:38:42
I tried and tried and then I only found some posts about this from the year 2000 or less.
I'm thinking of implementing that over the top matrix like bullet-time slowmotion.
In animation and rendering, it's easy just by having a additional variable for delta time but how can it be passed on to physX via NxOgre? Is this even possible? I've only used NxOgre from the current Git version and all the old posts with the old bleeding version code did only manage to make this even more confusing.
I know at this point that it is not any of these:
I'm looking into sceneDescriptions now but otherwise I've no idea what to look next. Loop through all my physical bodies and set gravity and velocities according to my own deltatime?
I'm thinking of implementing that over the top matrix like bullet-time slowmotion.
In animation and rendering, it's easy just by having a additional variable for delta time but how can it be passed on to physX via NxOgre? Is this even possible? I've only used NxOgre from the current Git version and all the old posts with the old bleeding version code did only manage to make this even more confusing.
I know at this point that it is not any of these:
//I believe this is what it used to be back in the 00's
mWorld->simulate(deltatime);
//This one didn't even bother to crash even when I passed a negative value :O
mTimeController->advance(deltatime);
I'm looking into sceneDescriptions now but otherwise I've no idea what to look next. Loop through all my physical bodies and set gravity and velocities according to my own deltatime?