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See also #39 (comment). The code is only partially framerate independent. Some parts of the simulation are FPS independent, like gravity or damping which lessens the effect, but this is not the case in general. In contrast to common Euler based physics engines, the plugin does not continuously integrate forces to handle velocities. It recomputes velocities every frame from the current state. Imagine we would multiply velocities with It's perfectly fine to use this plugin on other framerates than 60, but you will get different behavior. |
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Is there more information about this limitation? I have a physical game that uses a lot of PinJoint2D chains and they work very well with higher
physics/common/physics_ticks_per_secondlike 120 per second andphysics/common/max_physics_steps_per_framelike 20+I tried setting physics to 144 per second. I see the warnings, but haven't seen any noticeable issues with the ropes from Ropesim. The ropes behave the same, maybe even smoother.
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