--- Log opened Tue Feb 09 00:00:13 2016 |
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04:20 | <~Vornicus> | Okay. To do fixed timestep with interpolation, I need three states for each object: two to hold the timesteps, and one to hold the interpolated state. Thing is, I can't just create these objects anew for each timestep: that would be an incredible amount of churn. So the goal really is for the physics system to start with one object and accept the second as a place to put the new state. Then the interpolator accepts the third object, |
04:20 | <~Vornicus> | and again the fill-in happens. |
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04:29 | <&Derakon> | Uh, why can't you just do p_interp = p_lastphysics + velocity * (fraction of timestep that has passed) ? |
04:30 | <&Derakon> | Pretty sure that's what I did in Jetblade. |
04:30 | <~Vornicus> | The point is to have a fixed timestep. This makes a lot of things more consistent, including acceleration. |
04:31 | <&Derakon> | Well sure. |
04:31 | <&Derakon> | Jetblade had a timestep of either 20Hz or 30Hz, I forget which. |
04:31 | <&Derakon> | But it would draw much more frequently for smoother drawing. I thought that was what you were talking about. |
04:35 | <~Vornicus> | So part 2: by doing this, and having the physics yak at a different object -- specifically, the physics system talks to an object that knows all three objects, but the view - the consumer of an interpolated state - only sees the dumb interpolated object. |
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04:39 | <~Vornicus> | Which means that I don't have to either proxy into the combined physics object to examine the interpolated state, nor require the view system to construct the interpolated state. |
05:03 | <~Vornicus> | and of course it also means that the interpolated state can be created at the same time and in the same general area as the code that generates the physics states, and I can pick the interpolation method that works best for that variable - be it hermite or linear or some sort of logical thing for booleans or whatever |
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--- Log closed Wed Feb 10 00:00:29 2016 |