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by embedding-shape 7 days ago
> when the timestep moves around

Why would the physics timestep move around? Typically you keep that fixed and separate, especially not locked to the display framerate, physics get really wonky then regardless of what you do.

1 comments

It depends on what you're simulating. A lot of what you'd use soft-body sims for run as a shader on a GPH - think hair, or a smirt - as long as it looks good, that's good enough, because it doesn't have physics interactions on other objects. So it's more natural to just use the frame rate steps, with a delta-t if necessary.