Game physics presentation by Richard Lord, some questions
Posted
by
Steve
on Game Development
See other posts from Game Development
or by Steve
Published on 2013-06-25T20:28:46Z
Indexed on
2013/06/25
22:30 UTC
Read the original article
Hit count: 508
I been implementing (in XNA) the examples in this physics presentation by Richard Lord where he discusses various integration techniques. Bearing in mind that I am a newcomer to game physics (and physics in general) I have some questions.
15 slides in he shows ActionScript code for a gravity example and an animation showing a bouncing ball. The ball bounces higher and higher until it is out of control. I implemented the same in C# XNA but my ball appeared to be bouncing at a constant height. The same applies to the next example where the ball bounces lower and lower.
After some experimentation I found that if I switched to a fixed timestep and then on the first iteration of Update()
I set the time
variable to be equal to elapsed milliseconds (16.6667) I would see the same behaviour.
Doing this essentially set the framerate
, velocity
and acceleration
to zero for the first update and introduced errors(?) into the algorithm causing the ball's velocity to increase (or decrease) over time. I think!
My question is, does this make the integration method used poor? Or is it demonstrating that it is poor when used with variable timestep because you can't pass in a valid value for the first lot of calculations? (because you cannot know the framerate in advance).
I will continue my research into physics but can anyone suggest a good method to get my feet wet? I would like to experiment with variable timestep, acceleration that changes over time and probably friction. Would the Time Corrected Verlet be OK for this?
© Game Development or respective owner