Re:A Material Point Method For Snow Simulation
by tinco on Wednesday December 18, 2013 @12:37PM
(#6929022)
0.5 * 10^-3s is 2000hz, so 20 iterations per frame, assuming they render at 100hz, that seems a bit on the high side.. does that mean they don't have a good way of interpolating the physics effects, does that happen a lot in these kinds of simulations?
I work on a real-time multi-player game, and our physics step is actually larger than our framerate, we interpolate the rest, I guess that's quite the opposite of this :)
Re:A Material Point Method For Snow Simulation
by nitrogen on Wednesday December 18, 2013 @02:03PM
(#6929743)
In the case of the simulation, the question is whether running the simulation at 24Hz or 48Hz would result in inaccuracies that require them to run it at 2000Hz.
I work on a real-time multi-player game, and our physics step is actually larger than our framerate, we interpolate the rest, I guess that's quite the opposite of this :)