时间校正的Verlet集成和太大的时间步 [英] Time Corrected Verlet Integration and too big timesteps
问题描述
i use a Time Corrected Verlet Integration found here: http://www.gamedev.net/page/resources/_/technical/math-and-physics/a-simple-time-corrected-verlet-integration-method-r2200
但是当我的球在墙上(水平的墙壁上,球在上面,并且加速度被指向下)一段时间后,我的游戏将无法正确识别碰撞,并且球会掉落. 如果我对deltatime设置固定的上限,例如1/60,则似乎可行.
But when my ball is on a wall (horizontal wall, ball upon it and the acceleration is directed down) for a some time, my game cannot recognize the collision in the right way and the ball goes down. If I put a fixed cap to deltatime like 1/60 it seems to work.
我认为这个问题的步伐太大了. 但是经过时间校正的Verlet集成是为了避免太大的时间步长,对吗? 如果是,为什么我需要时间上限?
I think the problem are too big timesteps. But the time corrected verlet integration is done to avoid too big timesteps, it is right? If yes, why I need the time cap?
推荐答案
据我了解,时间校正后的Verlet集成仅在帧速率波动时才有用,但如果基本帧速率太低则无济于事
From what I understand, the time-corrected verlet integration only helps when you have a fluctuating framerate, but it won't help if your base framerate is too low.
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