3 ms·
No, this is not how it's mostly done correctly in practice. Most physics calculations are run at a predetermined frequency, and then the appropriate amount of i
by matsemann 6y ago
No, this is not how it's mostly done correctly in practice. Most physics calculations are run at a predetermined frequency, and then the appropriate amount of iterations are done before drawing each frame (it may be zero). And then one can use the reminder of the delta to interpolate positions if needed.
I think very few games run the physics in a different thread, that sounds like asking for trouble.
- wtallis 6y ago> No, this is not how it's mostly done correctly in practice. I don't believe anyone was asserting that how it's usually done in practice is the right way to do it. Developers obviously have a strong preference for easy over correct and flexible. What you describe is a reasonable compromise for developers who are afraid of multithreading even with a straightforward producer-consumer data flow. It comes with its own complications, like having to buffer input events along with their timestamps to apply them during the right catch-up iteration of the simulation.