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author | Justin Clark-Casey (justincc) | 2011-10-20 19:44:59 +0100 |
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committer | Justin Clark-Casey (justincc) | 2011-10-20 19:44:59 +0100 |
commit | 6837e44d0707e501795df2d690c6005f5ba1d591 (patch) | |
tree | cc1dff4dec765209d7e349c3f785f70cb7c454c0 /ThirdParty | |
parent | For now, stop passing timeStep into methods where it's not actually used. (diff) | |
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Pass PhysicsScene.Simulate() only the MinFrameTime rather than the useless Math.Max(SinceLastFrame.TotalSeconds, MinFrameTime)
SinceLastFrame was calculating the interval between any sleep that had occurred to pad out the frame time and the start of the next frame.
This would usually be below MinFrameTime but occasionally if the sleep was long it would be above, often due to the time required to update the watchdog.
This doesn't appear to play much practical role right now.
ODE was actually ignoring it entirely. Bullet might be helped slightly by receiving a non-varying value.
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