@ Oddball,
No need to constantly update the FPS ... use this bit of code. Not sure who's it is but work well...
I'm curious to know how you handle the body / body collisions. Assume you're using initial bounding sphere checks then a simple convex hull for checking intersections between the constraints?
Stevie
No need to constantly update the FPS ... use this bit of code. Not sure who's it is but work well...
Global FPSlastupdatetime Global FPSframecount Global FPSlastcount# Function FPS(frequency=200) time=MilliSecs() FPSframecount=FPSframecount+1 elapsed#=time-FPSlastupdatetime If elapsed>=frequency FPSlastcount=FPSframecount/elapsed*1000.0 FPSframecount=0 FPSlastupdatetime=time EndIf Return FPSlastcount End Function
I'm curious to know how you handle the body / body collisions. Assume you're using initial bounding sphere checks then a simple convex hull for checking intersections between the constraints?
Stevie