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question about stepSimulation
04-19-2012, 12:44 PM,
#2
 
My original intention has been to use bullet fixed step code, put vdrift logic into bullet pre-step, post-step callbacks. But I went for the lazy version and sticked with vdrift time step code. I think I had the (incomplete) callback code somewhere, did some test runs.

If you want to use simulation step with frame time, you'll have to move it out of the vdrift time step loop. Else you will get the funky results you are seeing I guess. If you are interested you could try to modify game class logic to use the callbacks. Patches are very welcome.
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Messages In This Thread
question about stepSimulation - by ghiboz - 04-19-2012, 07:50 AM
[No subject] - by NaN - 04-19-2012, 12:44 PM
[No subject] - by ghiboz - 04-19-2012, 02:00 PM
[No subject] - by NaN - 04-19-2012, 02:15 PM

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