Frame Tweening/Delta timing in physics wrappers

Blitz3D Forums/Blitz3D Userlibs/Frame Tweening/Delta timing in physics wrappers

I thought I'd run this as a seperate topic as the officail JV-ODE is filling up, plus this is something worth keeping seperate I think. Following from Wayne's timer based updates of the breakable ragdoll demo, I've been thinking about keeping smooth animations. That demo updated at the same rate but had jitters as things weren't sync'd nicely to the screen refresh.

Standard Blitz has options for delta timing or tweening, but ODE and other engines AFAIK don't. To get smooth frame rates using JV-ODE and other wrappers we need some alternative.

A bit of experimenting has me precalculate a QuickStep (physics step) amount based on the monitor refresh, calculate from an average of multiple VWait durations. This particular code in easy-to-read format is
; Multiple refresh sampling to get monitor framerate
For n=0 To 10
	VWait
	T=MilliSecs()
	VWait
	T=MilliSecs()-T
	Total_Time=Total_Time+T
	num_samples=num_samples+1
Next

; Calculate Refresh Rate, determine step size
Refresh_rate#=Float(Total_Time)/num_samples
Sixty_hertz#=16.6666667
Step_Size#=0.07
Step_Size=step_size*(Refresh_rate/Sixty_hertz)

In the case of ODE call dQuickStep(world,Step_Size) . Alternative physics engines can do the same. The inital step size (0.07) is that for a 60 Hz standard.

A full demo applied to Wayne's Ragdoll-Abuse engine is...
; ###################################################################################################
; #									   JV-ODE - BreakMe Ragdoll Demo										#
; #									Code by Jim Williams (VIP3R)									#
; ###################################################################################################

AppTitle "JV-ODE - BreakMe Ragdoll Demo"

Include "JV-ODE.bb"

Graphics3D 800,600,0,2

; Multiple refresh sampling to get monitor framerate
For n=0 To 10
	VWait
	T=MilliSecs()
	VWait
	T=MilliSecs()-T
	Total_Time=Total_Time+T
	num_samples=num_samples+1
Next

; Calculate Refresh Rate, determine step size
Refresh_rate#=Float(Total_Time)/num_samples	; Mean average VWait time
Sixty_hertz#=16.6666667
Step_Size#=0.07
Step_Size=step_size*(Refresh_rate/Sixty_hertz)

Global RagDollMax=1

Dim Head(RagDollMax)
Dim BodyU(RagDollMax)
Dim BodyL(RagDollMax)
Dim LArmU(RagDollMax)
Dim LArmL(RagDollMax)
Dim RArmU(RagDollMax)
Dim RArmL(RagDollMax)
Dim LLegU(RagDollMax)
Dim LLegL(RagDollMax)
Dim RLegU(RagDollMax)
Dim RLegL(RagDollMax)
Dim LFoot(RagDollMax)
Dim RFoot(RagDollMax)

Dim RDJoint(RagDollMax,12)

Type ODEGeom
	Field body
	Field geom
	Field mesh
	Field mass
End Type

; ###################################################################################################

; ### Setup ODE


Global World=dWorldCreate()
Global Space=dHashSpaceCreate(0)
Global ContactGroup=dJointGroupCreate(0)

Global BigG#=-0.98

dWorldSetAutoDisableFlag(World,1)
dWorldSetGravity(World,0,BigG#,0)
dContactSetMode(dContactSlip1+dContactBounce)
dContactSetBounce(0.3)
dContactSetMu(48)
dWorldSetQuickStepNumIterations (World,20)	; default 20

; ### Create light

Global Light=CreateLight()

RotateEntity Light,45,-90,0
LightColor Light,255,255,255
AmbientLight 130,130,130

; ### Create camera

Global Camera=CreateCamera()
CameraZoom Camera,1.0
CameraClsColor Camera,64,128,255
CameraRange Camera,1,1000
PositionEntity Camera,20,20,-10
RotateEntity Camera,5,45,0


; ### Create plane

dCreatePlane(Space,0,1,0,0)

Plane=CreatePlane()

EntityAlpha Plane,0.8

PlaneTexture=CreateTexture(128,128,9)

ClsColor 0,150,80
Cls

Color 200,200,200

Rect 0,0,64,64,1
Rect 64,64,64,64,1

CopyRect 0,0,128,128,0,0,BackBuffer(),TextureBuffer(PlaneTexture)
ScaleTexture PlaneTexture,20,20
EntityTexture Plane,PlaneTexture,0,0

Color 255,255,255

Mirror=CreateMirror()

; ###################################################################################################

CreateRagDoll(count)

block.ODEGeom=New ODEGeom
	x_pos#=-8
	y_pos#=15
	z_pos#=12
	width#=2
	length#=2
	depth#=2
	x_rot#=0
	y_rot#=0
	z_rot#=0
	weight#=100.0
	
	block\body=dBodyCreate(World)
	block\mass=dMassCreate()
	dMassSetBoxTotal(block\mass,weight, width, length, depth)
	dBodySetMass(block\body,block\mass)
	dBodySetPosition(block\body, x_pos, y_pos, z_pos)
	dBodySetRotation(block\body, x_rot, y_rot, z_rot)
	
	block\geom=dCreateBox(Space,width, length, depth)
	dGeomSetBody(block\geom,block\body)
	dGeomContactSetBounce(block\geom,0.5)
	set_object_friction(block,0.5,weight)
	dGeomContactSetMode(block\geom,dContactSlip1+dContactBounce)

	block\mesh=CreateCube()
	ScaleEntity block\mesh,width/2,length/2,depth/2
	
	seesaw.ODEGeom=New ODEGeom
	seesaw\mass=dMassCreate()
	x_pos#=-8
	y_pos#=5
	z_pos#=8
	width#=3
	length#=0.5
	depth#=15
	x_rot#=-20
	y_rot#=0
	z_rot#=0
	weight#=2.0
	
	seesaw\body=dBodyCreate(World)
	dMassSetBoxTotal(seesaw\mass,weight, width, length, depth)
	dBodySetMass(seesaw\body,seesaw\mass)
	dBodySetPosition(seesaw\body, x_pos, y_pos, z_pos)
	
	seesaw\geom=dCreateBox(Space,width, length, depth)
	dGeomSetBody(seesaw\geom,seesaw\body)
	dGeomContactSetBounce(seesaw\geom,0.5)
	set_object_friction(seesaw,0.5,weight)
	dGeomContactSetMode(seesaw\geom,dContactSlip1+dContactBounce)

	seesaw\mesh=CreateCube()
	; Blitz box lengths 2x longer than ODE box length
	ScaleEntity seesaw\mesh,width/2,length/2,depth/2
	dBodyDisable(seesaw\body)

	seesaw_joint=dJointCreateHinge(World,0)
	dJointAttach(seesaw_joint, seesaw\body, 0)
	dJointSetHingeAxis(seesaw_joint,1,0,0)
	dJointSetHingeAnchor(seesaw_joint,-8,4,8)
	dJointSetHingeParam(seesaw_joint,dParamLoStop,-dinfinity)
	dJointSetHingeParam(seesaw_joint,dParamHiStop,dinfinity)
	dBodySetRotation(seesaw\body, x_rot, y_rot, z_rot)
	

;===============================================================
; Render Loop

While Not KeyHit(1)

	; Calculate Time 
	T=MilliSecs() 
	
	;-----------------------------------------------------------
	; Mouse Look code
	
	; Poll Mouse Movement every 33ms ( 30/sec )
;	If T > Time2 + 33 Then
;		Time2=T
		mxs#=mxs#+(MouseXSpeed()-mxs#)/3
		mys#=mys#+(MouseYSpeed()-mys#)/3
	
		If MouseDown(2) Then 
			MoveMouse GraphicsWidth()/2,GraphicsHeight()/2
			p1#=p1#-mys#
			y1#=y1#-mxs#
			RotateEntity camera,-p1#,y1#,0
		EndIf
;	EndIf	
	
	;----------------------------------------------------------
	; WSAD - Movement

	; W- Forward
	If KeyDown(17) Or KeyDown(200) Then
		MoveEntity camera,0,0,1
	EndIf
	; S- Reverse
	If KeyDown(31) Or KeyDown(208) Then
		MoveEntity camera,0,0,-1
	EndIf
	
	; A- Left
	If KeyDown(30) Or KeyDown(203) Then
		MoveEntity camera,-1,0,0
	EndIf
	; D- Right
	If KeyDown(32) Or KeyDown(205) Then
		MoveEntity camera,1,0,0
	EndIf
	
	
		UpdateGeoms()
		For x=1 To 3 ; Increase to speed up simulation
			dSpaceCollide(Space,World,ContactGroup)
				dWorldQuickStep(World,Step_Size)
				updatefriction()
			dJointGroupEmpty(ContactGroup)
		Next
	RenderWorld
;	EndIf	
	
	
	;-----------------------------------------------
	; Break joints for each body
	
	rd=0 			; Ragdoll id
	Jlimit#=250	; Joint Limit, hand tuned, larger limit resists breakage.
	JointLimits(Head(rd),Jlimit#) 
	JointLimits(BodyU(rd),Jlimit#)
	JointLimits(BodyL(rd),Jlimit#)
	JointLimits(LArmU(rd),Jlimit#)
	JointLimits(LArmL(rd),Jlimit#)
	JointLimits(RArmU(rd),Jlimit#)
	JointLimits(RArmL(rd),Jlimit#)
	JointLimits(LLegU(rd),Jlimit#)
	JointLimits(LLegL(rd),Jlimit#)
	JointLimits(RLegU(rd),Jlimit#)
	JointLimits(RLegL(rd),Jlimit#)
	JointLimits(LFoot(rd),Jlimit#)
	JointLimits(RFoot(rd),Jlimit#)
		
	y=15
	Text 0,y,"Total_Time:"+Total_Time : y=y+15
	Text 0,y,"Num_Samples:"+num_samples : y=y+15
	Text 0,y,"Refresh rate:"+Refresh_Rate : y=y+15
	Text 0,y,"Step_Size:"+Step_Size : y=y+15
	VWait
	Flip False
;	PhysicsTime#=MilliSecs()-T
;	If Physicstime<14
;		Delay 14-physicstime
;	EndIf

	; Adjust Gravity - mouse wheel
	BigG#=BigG#+(MouseZSpeed()/100.0)
	dWorldSetGravity(World,0,BigG#,0)
	
	;--------------------------------------------------------
	;#Region Space - Resets See Saw, Jumper, block and drops it.
	If KeyHit(57)
	
		; Position See Saw
		x_pos#=-8
		y_pos#=5
		z_pos#=8
		x_rot#=-20
		y_rot#=0
		z_rot#=0
		dBodySetPosition(seesaw\body, x_pos, y_pos, z_pos)
		dBodySetRotation(seesaw\body, x_rot, y_rot, z_rot)
		dBodySetLinearVel(seesaw\body,0,0,0)
		dBodySetAngularVel(seesaw\body,0,0,0)
	 	dBodyDisable(seesaw\body)
		
		
		xp=-8
		yp=9
		zp=2
		; ### Position Head
	
		dBodySetRotation(Head(rd),0,0,0)
		dBodySetPosition(Head(rd),xp,yp,zp)
		dBodySetAutoDisableFlag(Head(rd),1)
		dBodySetLinearVel(Head(rd),0,0,0)
		dBodySetAngularVel(Head(rd),0,0,0)
		dBodySetForce(Head(rd),0,0,0)
		dBodySetTorque(Head(rd),0,0,0)
		dBodyDisable(Head(rd))
		
		; ### Position Body (Upper)
		
		dBodySetRotation(BodyU(rd),0,0,0)
		dBodySetPosition(BodyU(rd),xp,yp-1.25,zp)
		dBodySetAutoDisableFlag(BodyU(rd),1)
		dBodySetLinearVel(BodyU(rd),0,0,0)
		dBodySetAngularVel(BodyU(rd),0,0,0)
		dBodySetForce(BodyU(rd),0,0,0)
		dBodySetTorque(BodyU(rd),0,0,0)
		dBodyDisable(BodyU(rd))
		
		; ### Position Body (Lower)
		
		dBodySetRotation(BodyL(rd),0,0,0)
		dBodySetPosition(BodyL(rd),xp,yp-2.5,zp)
		dBodySetAutoDisableFlag(BodyL(rd),1)
		dBodySetLinearVel(BodyL(rd),0,0,0)
		dBodySetAngularVel(BodyL(rd),0,0,0)
		dBodySetForce(BodyL(rd),0,0,0)
		dBodySetTorque(BodyL(rd),0,0,0)
		dBodyDisable(BodyL(rd))
		
		; ### Position Left Arm (Upper)
		
		dBodySetRotation(LArmU(rd),90,0,0)
		dBodySetPosition(LArmU(rd),xp+1,yp-1.25,zp)
		dBodySetAutoDisableFlag(LArmU(rd),1)
		dBodySetLinearVel(LArmU(rd),0,0,0)
		dBodySetAngularVel(LArmU(rd),0,0,0)
		dBodySetForce(LArmU(rd),0,0,0)
		dBodySetTorque(LArmU(rd),0,0,0)
		dBodyDisable(LArmU(rd))
		
		; ### Position Left Arm (Lower)
		
		dBodySetRotation(LArmL(rd),90,0,0)
		dBodySetPosition(LArmL(rd),xp+1,yp-2.5,zp)
		dBodySetAutoDisableFlag(LArmL(rd),1)
		dBodySetLinearVel(LArmL(rd),0,0,0)
		dBodySetAngularVel(LArmL(rd),0,0,0)
		dBodySetForce(LArmL(rd),0,0,0)
		dBodySetTorque(LArmL(rd),0,0,0)
		dBodyDisable(LArmL(rd))
		
		; ### Position Right Arm (Upper)
		
		dBodySetRotation(RArmU(rd),90,0,0)
		dBodySetPosition(RArmU(rd),xp-1,yp-1.25,zp)
		dBodySetAutoDisableFlag(RArmU(rd),1)
		dBodySetLinearVel(RArmU(rd),0,0,0)
		dBodySetAngularVel(RArmU(rd),0,0,0)
		dBodySetForce(RArmU(rd),0,0,0)
		dBodySetTorque(RArmU(rd),0,0,0)
		dBodyDisable(RArmU(rd))
		
		; ### Position Right Arm (Lower)
		
		dBodySetRotation(RArmL(rd),90,0,0)
		dBodySetPosition(RArmL(rd),xp-1,yp-2.5,zp)
		dBodySetAutoDisableFlag(RArmL(rd),1)
		dBodySetLinearVel(RArmL(rd),0,0,0)
		dBodySetAngularVel(RArmL(rd),0,0,0)
		dBodySetForce(RArmL(rd),0,0,0)
		dBodySetTorque(RArmL(rd),0,0,0)
		dBodyDisable(RArmL(rd))
		
		; ### Position Left Leg (Upper)
		
		dBodySetRotation(LLegU(rd),90,0,0)
		dBodySetPosition(LLegU(rd),xp+0.5,yp-3.6,zp)
		dBodySetAutoDisableFlag(LLegU(rd),1)
		dBodySetLinearVel(LLegU(rd),0,0,0)
		dBodySetAngularVel(LLegU(rd),0,0,0)
		dBodySetForce(LLegU(rd),0,0,0)
		dBodySetTorque(LLegU(rd),0,0,0)
		dBodyDisable(LLegU(rd))
		
		; ### Position Left Leg (Lower)
		
		dBodySetRotation(LLegL(rd),90,0,0)
		dBodySetPosition(LLegL(rd),xp+0.5,yp-4.9,zp)
		dBodySetAutoDisableFlag(LLegL(rd),1)
		dBodySetLinearVel(LLegL(rd),0,0,0)
		dBodySetAngularVel(LLegL(rd),0,0,0)
		dBodySetForce(LLegL(rd),0,0,0)
		dBodySetTorque(LLegL(rd),0,0,0)
		dBodyDisable(LLegL(rd))
		
		; ### Position Right Leg (Upper)
		
		dBodySetRotation(RLegU(rd),90,0,0)
		dBodySetPosition(RLegU(rd),xp-0.5,yp-3.6,zp)
		dBodySetAutoDisableFlag(RLegU(rd),1)
		dBodySetLinearVel(RLegU(rd),0,0,0)
		dBodySetAngularVel(RLegU(rd),0,0,0)
		dBodySetForce(RLegU(rd),0,0,0)
		dBodySetTorque(RLegU(rd),0,0,0)
		dBodyDisable(RLegU(rd))
		
		; ### Position Right Leg (Lower)
		
		dBodySetRotation(RLegL(rd),90,0,0)
		dBodySetPosition(RLegL(rd),xp-0.5,yp-4.9,zp)
		dBodySetAutoDisableFlag(RLegL(rd),1)
		dBodySetLinearVel(RLegL(rd),0,0,0)
		dBodySetAngularVel(RLegL(rd),0,0,0)
		dBodySetForce(RLegL(rd),0,0,0)
		dBodySetTorque(RLegL(rd),0,0,0)
		dBodyDisable(RLegL(rd))
		
		; ### Position Left Foot
		
		dBodySetRotation(LFoot(rd),0,0,0)
		dBodySetPosition(LFoot(rd),xp+0.5,yp-5.7,zp-0.25)
		dBodySetAutoDisableFlag(LFoot(rd),1)
		dBodySetLinearVel(LFoot(rd),0,0,0)
		dBodySetAngularVel(LFoot(rd),0,0,0)
		dBodySetForce(LFoot(rd),0,0,0)
		dBodySetTorque(LFoot(rd),0,0,0)
		dBodyDisable(LFoot(rd))
		
		; ### Position Right Foot
		
		dBodySetRotation(RFoot(rd),0,0,0)
		dBodySetPosition(RFoot(rd),xp-0.5,yp-5.7,zp-0.25)
		dBodySetAutoDisableFlag(RFoot(rd),1)
		dBodySetLinearVel(RFoot(rd),0,0,0)
		dBodySetAngularVel(RFoot(rd),0,0,0)
		dBodySetForce(RFoot(rd),0,0,0)
		dBodySetTorque(RFoot(rd),0,0,0)
		dBodyDisable(RFoot(rd))
	
		x_pos#=-8
		y_pos#=15
		z_pos#=12
		x_rot#=0
		y_rot#=0
		z_rot#=0
		dBodySetPosition(block\body, x_pos, y_pos, z_pos)
		dBodySetRotation(block\body, x_rot, y_rot, z_rot)
		dBodySetLinearVel(block\body,0,0,0)
		dBodySetAngularVel(block\body,0,0,0)
	 	dBodyEnable(block\body)
	
		; Reconnect joints (in case we broke them)
		dJointAttach(RDJoint(rd,1),Head(rd),BodyU(rd))
		dJointAttach(RDJoint(rd,2),BodyU(rd),BodyL(rd))
		dJointAttach(RDJoint(rd,3),LArmU(rd),BodyU(rd))
		dJointAttach(RDJoint(rd,4),LArmL(rd),LArmU(rd))
		dJointAttach(RDJoint(rd,5),RArmU(rd),BodyU(rd))
		dJointAttach(RDJoint(rd,6),RArmL(rd),RArmU(rd))
		dJointAttach(RDJoint(rd,7),LLegU(rd),BodyL(rd))
		dJointAttach(RDJoint(rd,8),LLegL(rd),LLegU(rd))
		dJointAttach(RDJoint(rd,9),RLegU(rd),BodyL(rd))
		dJointAttach(RDJoint(rd,10),RLegL(rd),RLegU(rd))
		dJointAttach(RDJoint(rd,11),LFoot(rd),LLegL(rd))
		dJointAttach(RDJoint(rd,12),RFoot(rd),RLegL(rd))

		
	End If
	;#End Region
Wend

dJointGroupDestroy(ContactGroup)
dSpaceDestroy(Space)
dWorldDestroy(World)
dCloseODE()

End

; ###################################################################################################

Function CreateRagDoll(rd)

xp=-8
yp=9
zp=2

; ### RagDoll Dimensions

headrad#=0.4
bodytx#=1.5
bodyty#=1.5
bodytz#=0.5
bodybx#=1.5
bodyby#=0.75
bodybz#=0.5
larmrad#=0.15
larmlen#=0.9
rarmrad#=0.15
rarmlen#=0.9
llegrad#=0.25
lleglen#=0.8
rlegrad#=0.25
rleglen#=0.8
feetx#=0.5
feety#=0.25
feetz#=1.0
weight#=1.0

; ### Create Head

ode.ODEGeom=New ODEGeom
ode\body=dBodyCreate(World)
Head(rd)=ode\body
dBodySetRotation(ode\body,0,0,0)
dBodySetPosition(ode\body,xp,yp,zp)
dBodySetAutoDisableFlag(ode\body,1)
ode\mass=dMassCreate()
	dMassSetBoxTotal(ode\mass,weight, width, length, depth)
	dBodySetMass(ode\body,ode\mass)
ode\geom=dCreateSphere(Space,headrad)
dGeomSetBody(ode\geom,ode\body)
ode\mesh=CreateSphere()
EntityPickMode ode\mesh,2
ScaleMesh ode\mesh,headrad,headrad,headrad
EntityColor ode\mesh,255,255,255
dBodyDisable(ode\body)


; ### Create Body (Upper)

ode.ODEGeom=New ODEGeom
ode\body=dBodyCreate(World)
BodyU(rd)=ode\body
dBodySetRotation(ode\body,0,0,0)
dBodySetPosition(ode\body,xp,yp-1.25,zp)
dBodySetAutoDisableFlag(ode\body,1)
ode\mass=dMassCreate()
	dMassSetBoxTotal(ode\mass,weight, width, length, depth)
	dBodySetMass(ode\body,ode\mass)
ode\geom=dCreateBox(Space,bodytx,bodyty,bodytz)
dGeomSetBody(ode\geom,ode\body)
ode\mesh=CreateCube()
EntityPickMode ode\mesh,2
ScaleMesh ode\mesh,bodytx*0.5,bodyty*0.5,bodytz*0.5
EntityColor ode\mesh,0,200,200
dBodyDisable(ode\body)

; ### Create Body (Lower)

ode.ODEGeom=New ODEGeom
ode\body=dBodyCreate(World)
BodyL(rd)=ode\body
dBodySetRotation(ode\body,0,0,0)
dBodySetPosition(ode\body,xp,yp-2.5,zp)
dBodySetAutoDisableFlag(ode\body,1)
ode\mass=dMassCreate()
	dMassSetBoxTotal(ode\mass,weight, width, length, depth)
	dBodySetMass(ode\body,ode\mass)
ode\geom=dCreateBox(Space,bodybx,bodyby,bodybz)
dGeomSetBody(ode\geom,ode\body)
ode\mesh=CreateCube()
EntityPickMode ode\mesh,2
ScaleMesh ode\mesh,bodybx*0.5,bodyby*0.5,bodybz*0.5
EntityColor ode\mesh,0,100,100
dBodyDisable(ode\body)

; ### Create Left Arm (Upper)

ode.ODEGeom=New ODEGeom
ode\body=dBodyCreate(World)
LArmU(rd)=ode\body
dBodySetRotation(ode\body,90,0,0)
dBodySetPosition(ode\body,xp+1,yp-1.25,zp)
dBodySetAutoDisableFlag(ode\body,1)
ode\mass=dMassCreate()
	dMassSetBoxTotal(ode\mass,weight, width, length, depth)
	dBodySetMass(ode\body,ode\mass)
ode\geom=dCreateCCylinder(Space,larmrad,larmlen)
dGeomSetBody(ode\geom,ode\body)
ode\mesh=CreateCylinder(8)
EntityPickMode ode\mesh,2
ScaleMesh ode\mesh,larmrad,(larmlen*0.5)+larmrad,larmrad
RotateMesh ode\mesh,90,0,0
EntityColor ode\mesh,255,0,0
dBodyDisable(ode\body)

; ### Create Left Arm (Lower)

ode.ODEGeom=New ODEGeom
ode\body=dBodyCreate(World)
LArmL(rd)=ode\body
dBodySetRotation(ode\body,90,0,0)
dBodySetPosition(ode\body,xp+1,yp-2.5,zp)
dBodySetAutoDisableFlag(ode\body,1)
ode\mass=dMassCreate()
	dMassSetBoxTotal(ode\mass,weight, width, length, depth)
	dBodySetMass(ode\body,ode\mass)
ode\geom=dCreateCCylinder(Space,larmrad,larmlen)
dGeomSetBody(ode\geom,ode\body)
ode\mesh=CreateCylinder(8)
EntityPickMode ode\mesh,2
ScaleMesh ode\mesh,larmrad,(larmlen*0.5)+larmrad,larmrad
RotateMesh ode\mesh,90,0,0
EntityColor ode\mesh,125,0,0
dBodyDisable(ode\body)

; ### Create Right Arm (Upper)

ode.ODEGeom=New ODEGeom
ode\body=dBodyCreate(World)
RArmU(rd)=ode\body
dBodySetRotation(ode\body,90,0,0)
dBodySetPosition(ode\body,xp-1,yp-1.25,zp)
dBodySetAutoDisableFlag(ode\body,1)
ode\mass=dMassCreate()
	dMassSetBoxTotal(ode\mass,weight, width, length, depth)
	dBodySetMass(ode\body,ode\mass)
ode\geom=dCreateCCylinder(Space,rarmrad,rarmlen)
dGeomSetBody(ode\geom,ode\body)
ode\mesh=CreateCylinder(8)
EntityPickMode ode\mesh,2
ScaleMesh ode\mesh,rarmrad,(rarmlen*0.5)+rarmrad,rarmrad
RotateMesh ode\mesh,90,0,0
EntityColor ode\mesh,0,255,0
dBodyDisable(ode\body)

; ### Create Right Arm (Lower)

ode.ODEGeom=New ODEGeom
ode\body=dBodyCreate(World)
RArmL(rd)=ode\body
dBodySetRotation(ode\body,90,0,0)
dBodySetPosition(ode\body,xp-1,yp-2.5,zp)
dBodySetAutoDisableFlag(ode\body,1)
ode\mass=dMassCreate()
	dMassSetBoxTotal(ode\mass,weight, width, length, depth)
	dBodySetMass(ode\body,ode\mass)
ode\geom=dCreateCCylinder(Space,rarmrad,rarmlen)
dGeomSetBody(ode\geom,ode\body)
ode\mesh=CreateCylinder(8)
EntityPickMode ode\mesh,2
ScaleMesh ode\mesh,rarmrad,(rarmlen*0.5)+rarmrad,rarmrad
RotateMesh ode\mesh,90,0,0
EntityColor ode\mesh,0,125,0
dBodyDisable(ode\body)

; ### Create Left Leg (Upper)

ode.ODEGeom=New ODEGeom
ode\body=dBodyCreate(World)
LLegU(rd)=ode\body
dBodySetRotation(ode\body,90,0,0)
dBodySetPosition(ode\body,xp+0.5,yp-3.6,zp)
dBodySetAutoDisableFlag(ode\body,1)
ode\mass=dMassCreate()
	dMassSetBoxTotal(ode\mass,weight, width, length, depth)
	dBodySetMass(ode\body,ode\mass)
ode\geom=dCreateCCylinder(Space,llegrad,lleglen)
dGeomSetBody(ode\geom,ode\body)
ode\mesh=CreateCylinder(8)
EntityPickMode ode\mesh,2
ScaleMesh ode\mesh,llegrad,(lleglen*0.5)+llegrad,llegrad
RotateMesh ode\mesh,90,0,0
EntityColor ode\mesh,255,0,0
dBodyDisable(ode\body)

; ### Create Left Leg (Lower)

ode.ODEGeom=New ODEGeom
ode\body=dBodyCreate(World)
LLegL(rd)=ode\body
dBodySetRotation(ode\body,90,0,0)
dBodySetPosition(ode\body,xp+0.5,yp-4.9,zp)
dBodySetAutoDisableFlag(ode\body,1)
ode\mass=dMassCreate()
	dMassSetBoxTotal(ode\mass,weight, width, length, depth)
	dBodySetMass(ode\body,ode\mass)
ode\geom=dCreateCCylinder(Space,llegrad,lleglen)
dGeomSetBody(ode\geom,ode\body)
ode\mesh=CreateCylinder(8)
EntityPickMode ode\mesh,2
ScaleMesh ode\mesh,llegrad,(lleglen*0.5)+llegrad,llegrad
RotateMesh ode\mesh,90,0,0
EntityColor ode\mesh,125,0,0
dBodyDisable(ode\body)

; ### Create Right Leg (Upper)

ode.ODEGeom=New ODEGeom
ode\body=dBodyCreate(World)
RLegU(rd)=ode\body
dBodySetRotation(ode\body,90,0,0)
dBodySetPosition(ode\body,xp-0.5,yp-3.6,zp)
dBodySetAutoDisableFlag(ode\body,1)
ode\mass=dMassCreate()
	dMassSetBoxTotal(ode\mass,weight, width, length, depth)
	dBodySetMass(ode\body,ode\mass)
ode\geom=dCreateCCylinder(Space,rlegrad,rleglen)
dGeomSetBody(ode\geom,ode\body)
ode\mesh=CreateCylinder(8)
EntityPickMode ode\mesh,2
ScaleMesh ode\mesh,rlegrad,(rleglen*0.5)+rlegrad,rlegrad
RotateMesh ode\mesh,90,0,0
EntityColor ode\mesh,0,255,0
dBodyDisable(ode\body)

; ### Create Right Leg (Lower)

ode.ODEGeom=New ODEGeom
ode\body=dBodyCreate(World)
RLegL(rd)=ode\body
dBodySetRotation(ode\body,90,0,0)
dBodySetPosition(ode\body,xp-0.5,yp-4.9,zp)
dBodySetAutoDisableFlag(ode\body,1)
ode\mass=dMassCreate()
	dMassSetBoxTotal(ode\mass,weight, width, length, depth)
	dBodySetMass(ode\body,ode\mass)
ode\geom=dCreateCCylinder(Space,rlegrad,rleglen)
dGeomSetBody(ode\geom,ode\body)
ode\mesh=CreateCylinder(8)
EntityPickMode ode\mesh,2
ScaleMesh ode\mesh,rlegrad,(rleglen*0.5)+rlegrad,rlegrad
RotateMesh ode\mesh,90,0,0
EntityColor ode\mesh,0,125,0
dBodyDisable(ode\body)

; ### Create Left Foot

ode.ODEGeom=New ODEGeom
ode\body=dBodyCreate(World)
LFoot(rd)=ode\body
dBodySetRotation(ode\body,0,0,0)
dBodySetPosition(ode\body,xp+0.5,yp-5.7,zp-0.25)
dBodySetAutoDisableFlag(ode\body,1)
ode\mass=dMassCreate()
	dMassSetBoxTotal(ode\mass,weight, width, length, depth)
	dBodySetMass(ode\body,ode\mass)
ode\geom=dCreateBox(Space,feetx,feety,feetz)
dGeomSetBody(ode\geom,ode\body)
ode\mesh=CreateCube()
EntityPickMode ode\mesh,2
ScaleMesh ode\mesh,feetx*0.5,feety*0.5,feetz*0.5
EntityColor ode\mesh,200,0,100
dBodyDisable(ode\body)

; ### Create Right Foot

ode.ODEGeom=New ODEGeom
ode\body=dBodyCreate(World)
RFoot(rd)=ode\body
dBodySetRotation(ode\body,0,0,0)
dBodySetPosition(ode\body,xp-0.5,yp-5.7,zp-0.25)
dBodySetAutoDisableFlag(ode\body,1)
ode\mass=dMassCreate()
	dMassSetBoxTotal(ode\mass,weight, width, length, depth)
	dBodySetMass(ode\body,ode\mass)
ode\geom=dCreateBox(Space,feetx,feety,feetz)
dGeomSetBody(ode\geom,ode\body)
ode\mesh=CreateCube()
EntityPickMode ode\mesh,2
ScaleMesh ode\mesh,feetx*0.5,feety*0.5,feetz*0.5
EntityColor ode\mesh,100,200,0
dBodyDisable(ode\body)

; ### Static Joint To Head

;RDJoint(rd,0)=dJointCreateBall(World,0)
;dJointAttach(RDJoint(rd,0),0,Head(rd))
;dJointSetBallAnchor(RDJoint(rd,0),xp,yp,zp)

; ### Head To Body (Upper)

RDJoint(rd,1)=dJointCreateHinge(World,0)
dJointAttach(RDJoint(rd,1),Head(rd),BodyU(rd))
dJointSetHingeAxis(RDJoint(rd,1),1,0,0)
dJointSetHingeAnchor(RDJoint(rd,1),xp,yp-0.25,zp)
dJointSetHingeParam(RDJoint(rd,1),dParamLoStop,-0.5)
dJointSetHingeParam(RDJoint(rd,1),dParamHiStop,0.5)

; ### Body (Upper) To Body (Lower)

RDJoint(rd,2)=dJointCreateHinge(World,0)
dJointAttach(RDJoint(rd,2),BodyU(rd),BodyL(rd))
dJointSetHingeAxis(RDJoint(rd,2),1,0,0)
dJointSetHingeAnchor(RDJoint(rd,2),xp,yp-2,zp)
dJointSetHingeParam(RDJoint(rd,2),dParamLoStop,-0.25)
dJointSetHingeParam(RDJoint(rd,2),dParamHiStop,0.25)

; ### Left Arm (Upper) To Body (Upper)

RDJoint(rd,3)=dJointCreateHinge(World,0)
dJointAttach(RDJoint(rd,3),LArmU(rd),BodyU(rd))
dJointSetHingeAxis(RDJoint(rd,3),1,-1,0)
dJointSetHingeAnchor(RDJoint(rd,3),xp+1,yp-0.75,zp)
dJointSetHingeParam(RDJoint(rd,3),dParamLoStop,-2.0)
dJointSetHingeParam(RDJoint(rd,3),dParamHiStop,2.0)

; ### Left Arm (Lower) To Left Arm (Upper)

RDJoint(rd,4)=dJointCreateHinge(World,0)
dJointAttach(RDJoint(rd,4),LArmL(rd),LArmU(rd))
dJointSetHingeAxis(RDJoint(rd,4),1,0,0)
dJointSetHingeAnchor(RDJoint(rd,4),xp+1,yp-2,zp)
dJointSetHingeParam(RDJoint(rd,4),dParamLoStop,0.0)
dJointSetHingeParam(RDJoint(rd,4),dParamHiStop,2.0)

; ### Right Arm (Upper) To Body (Upper)

RDJoint(rd,5)=dJointCreateHinge(World,0)
dJointAttach(RDJoint(rd,5),RArmU(rd),BodyU(rd))
dJointSetHingeAxis(RDJoint(rd,5),1,1,0)
dJointSetHingeAnchor(RDJoint(rd,5),xp-1,yp-0.75,zp)
dJointSetHingeParam(RDJoint(rd,5),dParamLoStop,-2.0)
dJointSetHingeParam(RDJoint(rd,5),dParamHiStop,2.0)

; ### Right Arm (Lower) To Right Arm (Upper)

RDJoint(rd,6)=dJointCreateHinge(World,0)
dJointAttach(RDJoint(rd,6),RArmL(rd),RArmU(rd))
dJointSetHingeAxis(RDJoint(rd,6),1,0,0)
dJointSetHingeAnchor(RDJoint(rd,6),xp-1,yp-2,zp)
dJointSetHingeParam(RDJoint(rd,6),dParamLoStop,0.0)
dJointSetHingeParam(RDJoint(rd,6),dParamHiStop,2.0)

; ### Left Leg (Upper) To Body (Lower)

RDJoint(rd,7)=dJointCreateHinge(World,0)
dJointAttach(RDJoint(rd,7),LLegU(rd),BodyL(rd))
dJointSetHingeAxis(RDJoint(rd,7),1,0,0)
dJointSetHingeAnchor(RDJoint(rd,7),xp+1,yp-2.75,zp)
dJointSetHingeParam(RDJoint(rd,7),dParamLoStop,-1.0)
dJointSetHingeParam(RDJoint(rd,7),dParamHiStop,1.0)

; ### Left Leg (Lower) To Left Leg (Upper)

RDJoint(rd,8)=dJointCreateHinge(World,0)
dJointAttach(RDJoint(rd,8),LLegL(rd),LLegU(rd))
dJointSetHingeAxis(RDJoint(rd,8),1,0,0)
dJointSetHingeAnchor(RDJoint(rd,8),xp+1,yp-4.25,zp)
dJointSetHingeParam(RDJoint(rd,8),dParamLoStop,-2.0)
dJointSetHingeParam(RDJoint(rd,8),dParamHiStop,0.0)

; ### Right Leg (Upper) To Body (Lower)

RDJoint(rd,9)=dJointCreateHinge(World,0)
dJointAttach(RDJoint(rd,9),RLegU(rd),BodyL(rd))
dJointSetHingeAxis(RDJoint(rd,9),1,0,0)
dJointSetHingeAnchor(RDJoint(rd,9),xp-1,yp-2.75,zp)
dJointSetHingeParam(RDJoint(rd,9),dParamLoStop,-1.0)
dJointSetHingeParam(RDJoint(rd,9),dParamHiStop,1.0)

; ### Right Leg (Lower) To Right Leg (Upper)

RDJoint(rd,10)=dJointCreateHinge(World,0)
dJointAttach(RDJoint(rd,10),RLegL(rd),RLegU(rd))
dJointSetHingeAxis(RDJoint(rd,10),1,0,0)
dJointSetHingeAnchor(RDJoint(rd,10),xp-1,yp-4.25,zp)
dJointSetHingeParam(RDJoint(rd,10),dParamLoStop,-2.0)
dJointSetHingeParam(RDJoint(rd,10),dParamHiStop,0.0)

; ### Left Foot To Left Leg (Lower)

RDJoint(rd,11)=dJointCreateHinge(World,0)
dJointAttach(RDJoint(rd,11),LFoot(rd),LLegL(rd))
dJointSetHingeAxis(RDJoint(rd,11),1,0,0)
dJointSetHingeAnchor(RDJoint(rd,11),xp+1,yp-5.5,zp)
dJointSetHingeParam(RDJoint(rd,11),dParamLoStop,-0.25)
dJointSetHingeParam(RDJoint(rd,11),dParamHiStop,0.25)

; ### Right Foot To Right Leg (Lower)

RDJoint(rd,12)=dJointCreateHinge(World,0)
dJointAttach(RDJoint(rd,12),RFoot(rd),RLegL(rd))
dJointSetHingeAxis(RDJoint(rd,12),1,0,0)
dJointSetHingeAnchor(RDJoint(rd,12),xp-1,yp-5.5,zp)
dJointSetHingeParam(RDJoint(rd,12),dParamLoStop,-0.25)
dJointSetHingeParam(RDJoint(rd,12),dParamHiStop,0.25)

End Function
Function UpdateGeoms()

For ode.ODEGeom=Each ODEGeom
;	If dBodyIsEnabled(ode\body)
		RotateEntity ode\mesh,dGeomGetPitch#(ode\geom),dGeomGetYaw#(ode\geom),dGeomGetRoll#(ode\geom)
		PositionEntity ode\mesh,dGeomGetPositionX#(ode\geom),dGeomGetPositionY#(ode\geom),dGeomGetPositionZ#(ode\geom)
;		End If
Next

End Function

; ###################################################################################################
Function set_object_friction(obj.ODEGeom,friction#,weight)
	friction=friction/100
	friction=friction
	friction=friction*4
	friction=4-friction
	e#=Log10(weight*10)
	e=e-friction
	e=1*(10^e)
	dGeomContactSetMu(obj\geom,e)
End Function

; ###################################################################################################
Function LinearDamp(body,damp#)
  dBodyAddForce body,dBodyGetLinearVelX(body)*-damp,dBodyGetLinearVelY(body)*-damp,dBodyGetLinearVelZ(body)*-damp
End Function
; ###################################################################################################

Function AngularDamp(body,damp#)
  dBodyAddTorque body,dBodyGetAngularVelX(body)*-damp,dBodyGetAngularVelY(body)*-damp,dBodyGetAngularVelZ(body)*-damp
End Function
; ###################################################################################################
Function JointLimits(body,limit#)

For ode.ODEGeom=Each ODEGeom
	If dGeomIsEnabled(ode\geom)
		If body=ode\body  ; specific body parts only
			numjoints=dBodyGetNumJoints(ode\body)
			If numjoints>0 
				For joints=0 To numjoints-1
					joint=dBodyGetJoint(ode\body,joints)
						If joint<>0 ; valid joints only
							If dJointGetType(joint)<>dJointTypeContact
									; Get Force vector
									dBodyGetForce(joint)
								  	fx#=dVectorX()
								  	fy#=dVectorY()
								    fz#=dVectorZ()
								  	; Calculate magnitude
									ForceF#=Sqr(fx*fx+fy*fy+fz*fz)

								
									; Get Torque vector
									dBodyGetTorque(joint)
								  	fx#=dVectorX()
								  	fy#=dVectorY()
								    fz#=dVectorZ()
									; Calculate magnitude
									ForceT#=Sqr(fx*fx+fy*fy+fz*fz)

								
								; Check to see if joint limit exceeded
								If Abs(ForceF#)>limit Or Abs(ForceT#)>limit Then
									dJointAttach(joint,0,0)
									
									; Reduce body part energy due to break
									If ForceA>.01
										LinearDamp(ode\body,.04)
									End If 
									
									If ForceB>.01
										AngularDamp(ode\body,.04)
									End If
									
								End If
								
			
							End If

					End If
				Next
			End If
		End If
	End If
Next

End Function

; ###################################################################################################

Function UpdateFriction()

For ode.ODEGeom=Each ODEGeom
	; add friction force if body enabled  
	If dBodyIsEnabled(ode\body) And ode\body<>Car
		numjoints=dBodyGetNumJoints(ode\body)
		If numjoints>0 
		;DebugLog "joints=" + Str(joints)
			For joints=0 To numjoints-1
				joint1=dBodyGetJoint(ode\body,joints)
				If dJointGetType(joint1)=dJointTypeContact
					
					; Get linear velocity vector
			  		ax#=dBodyGetLinearVelX#(ode\body)
			  		ay#=dBodyGetLinearVelY#(ode\body)
				    az#=dBodyGetLinearVelZ#(ode\body)
				
					; Get Angular velocity vector
			  		bx#=dBodyGetAngularVelX#(ode\body)
			  		by#=dBodyGetAngularVelY#(ode\body)
					bz#=dBodyGetAngularVelZ#(ode\body)
					
			  		; Calculate magnitudes
					ForceA#=Sqr(ax*ax+ay*ay+az*az)
					ForceB#=Sqr(bx*bx+by*by+bz*bz)
					
					If ForceA>.01
						LinearDamp(ode\body,.04)
					End If
					
					If ForceB>.01
						AngularDamp(ode\body,.04)
					End If
					
						
				End If
			Next
		End If
	End If
Next

End Function

This works very well on my system where I can test at 60 Hz and 72 Hz.

I'm not sure that this is a total solution for integrating physics engines and Blitz3D though. It can't accomodate dropped frames on slower computers as delta timing can, and only really works when the physics can be calculated within a frame period.

Can people comment on where they see potential problems keeping a smooth fraerate with physics engines and what their solutions can be? I think people expect PC games to be jittery but I hate that and want to find ways to avoid it!