43 ms·
> the result varies depending on the FPS and your actions. you should try to decouple physics simulation from your rendering code. (i.e. pass a constant/fixed
by funkaster 8y ago
> the result varies depending on the FPS and your actions.
you should try to decouple physics simulation from your rendering code. (i.e. pass a constant/fixed dt to your simulation step). simulation should not depend on framerate.
- codeulike 8y agoBut with a chaotic system like fluid dynamics, you wont get the same behaviour each time even if you do stuff like pass delta-t to the simulation. Sensitive dependence on initial conditions, and all that chaos theory stuff comes in to play. That is, two run-throughs with very slightly different delta-t's will give different outcomes.
- saulrh 8y agoThere's a difference between "numerical stability issues introduce small chaotic perturbations" and "the game is literally unbeatable if you play on platform X because the physics step doesn't properly scale Y to framerate and a trivial conservation-of-energy analysis yields an impossibility result for level 3".