JV-ODE Physics Thread 6

Blitz3D Forums/Blitz3D Userlibs/JV-ODE Physics Thread 6

You can't process the physics during any spare frame time available on faster machines, because it simply defies the minimum requirements of the design. It would mean the physics will never run at full speed on the 60Hz machines.

In a nutshell, the physics MUST run at a constant frame rate, regardless of render/logic timing and free processor time during a frame. But most importantly, the physics MUST be able to run at full speed (whatever it is) at the minimum design framerate.

Which is where my physics timing method works, where the game is 'frame-limited' to the refresh rate. I guess I'm not really understanding what {cYanide} wants. If he's not capped to VWait : Flip, he ought to be to frame limit and keep things smooth and at a constant speed. If he is capped to frame rate and not processing quickly enough every frame so some frames overrun the wait and you get jitters, the only fix I know of is to reduce processing requirements, or cap to a sub frame-rate at say half the screen refresh rate.

What other options are there? What's the problem {cYanide}'s having?