Steppers, ForwardFixedInterpolated vs ExactVariable

TwoD

18-05-2007 04:24:26

I decided to simplify my question a bit to break my problems down in even smaller pieces... I also noticed some errors in the figures I posted, but I'll just blame that on the late hour ;)

I'd like to know what the parameters to the steppers really mean. The code isn't very well commented and I'm not 100% sure about what has an impact on what.

Also, what are the major differences between the steppers at both high and low fps. (Over/under sampling, stability etc)

luis

20-05-2007 11:23:37

it's been a while since dont use OgreOde (but i used the same release you have). I remember that the only stepper that worked ok for me was the "ForwardFixedStepHandler".

Try this one ;)

I had this code:

Real const time_step = 0.01;
Real const frame_rate = 1.0 / 60.0;
Real const max_frame_time = 1.0 / 4.0;
Real const time_scale = 1.0;
mStepper = new OgreOde::ForwardFixedStepHandler(
mWorld,
StepHandler::QuickStep,
time_step,
max_frame_time,
time_scale );

mStepper->setAutomatic( StepHandler::AutoMode_NotAutomatic, mRoot );
// Register it with the stepper, so we can (for example) add forces before each step
mStepper->setStepListener( mLightningWheels );


and then in the frame ended:

bool PlayState::frameEnded(GameManager* game, const FrameEvent& evt)
{
....
// physic simulation
Real timeStep = evt.timeSinceLastFrame * 1.5;
mStepper->step( timeStep );
mWorld->synchronise();
....
}


i'm doing a racing game so speeding by 1.5 the timestep to make it more funny.