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Implementing correct game physics and Timestep

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Since implementing game physics calculations has to be performed based on intervals so the efficient way of implementing it is through integration. There is an excellent article by Glenn Fiedler titled Integration Basics which explains how to implement game physics with integration using Range-kutta method. Programming code is also provided.

Integration in the above article takes your physics simulation forward by some small amount of time called delta time (or dt). But how to choose the delta time? Another article by Glenn Fiedler titled Fix Your Timestep! will help you with that.

These two articles are quite mathematical and confusing so I haven’t experimented with it yet. That’s why I haven’t put up any sample code yet.



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