2 ms·
> when the timestep moves around Why would the physics timestep move around? Typically you keep that fixed and separate, especially not locked to the display f
by embedding-shape 5mo ago
> when the timestep moves around
Why would the physics timestep move around? Typically you keep that fixed and separate, especially not locked to the display framerate, physics get really wonky then regardless of what you do.
- fwip 5mo agoIt depends on what you're simulating. A lot of what you'd use soft-body sims for run as a shader on a GPH - think hair, or a smirt - as long as it looks good, that's good enough, because it doesn't have physics interactions on other objects. So it's more natural to just use the frame rate steps, with a delta-t if necessary.