Genesis, Tuesday - MARS

-"Tyr is the god of single combat and heroic glory,
identified with Roman war god Mars and Greek god Ares,
in Norse mythology portrayed as a one-handed man"

-"Fenrir or Fenrisulfr is a wolf,
the son of Loki and the giantess Angrboda. Fenrir is bound by the gods, but is ultimately destined to grow too large for his bonds and swallow Odin whole during the course of Ragnarok. He will be slain by Odin's son, Vidarr, who will use a shoe made throughout time..

Vídarr, associated with Vengeance, a Vendetta...
described as the son of Odin and the jotunn Grídr, foretold to avenge his father's death by killing the wolf Fenrir at Ragnarok.

Fenrir has two sons, Hati (Hate) and Skoll (Trechery).
Skoll chases the horses Arvakr and Alsvidr that drag the chariot with the sun, and Hati chases Mani, the moon. Skoll, in certain circumstances, is used as a 'heiti' to refer indirectly to the father Fenrir and not the son.

This ambiguity works in the other direction also,
for example in the Vaftrudnismal, a confusion exists where Fenrir is given the sun chasing attributes of his son Skoll. This can mostly be accounted for by the use of Hrodvitnir and Hrodvitnirson to refer to both Fenrir and his sons."



Frame Rate Independence

(Open Source - BULLET PHYSICS LIBRARY, Physics Symulation Forum)

Aug 24, 2008
please,
Bullet demos slow down on slower computer instead to drop frame rate... stuff should not 'free fall' sooner on some computer just because of better graphic card - gravitational rate of acceleration, measured in real-time seconds, should be independent of mass, size and *computer speed* - is that "Frame Rate Independence" we're talking about here?

i think we all want the same effect - physics simulation to run in real time even if that means only 1 FPS of animation, we do not want speed of simulation to go down, but only number of rendered frames, right?

Aug 25, 2008
>>"If you pass maxSubSteps=0 to the function, then it will assume a variable tick rate. Every tick, it will move the simulation along by exactly the timeStep you pass, in a single tick, instead of a number of ticks equal to fixedTimeStep. This is not officially supported, and the death of determinism and framerate independance. Don't do it.
- but it seems determinism is broken with maxSubsteps > 1 as well,
at least "maxSubSteps == 0" seem to be independent of computer speed - physics simulation does not slow down or speed up, how come "maxSubSteps > 1" is frame rate independent if everything slows down with slow computer?

thankfully these opinions are diametrically opposite so this would be easy to resolve..

Aug 25, 2008
sparkprime,

im not quite sure what is it you're saying in regard to "Frame Rate Independence", except that stepSimulation() is confusing...

- does that mean you agree with "my" definition here of "Frame Rate Independence" and you too are unable to achieve that effect with neither your or Bullet demos and so unable to really answer these questions, just like myself?

>>"The last parameter does not need to be supplied every frame, and requiring it to be supplied gives the wrong impression - that modifying it each frame is a good idea."
- sorry, what are you referring to? ...where/who suggests that it is required for last parameter to be supplied and to what effect was that all about?

>>"The difference between the first and last parameter is rather subtle, and the middle parameter is not important... "
- i dont agree... do have a look: "Stepping The World", "Canonical Game Loop"

>"I'd rather have an API..."
- i think two of us do not understand this current API, so chances are its too early to be devising a new one... so, you think this is a bug?

well,
i dont really believe its a bug, kind of expect to hear some minimum requirements and minimum low fixed frame rates - basically some numbers, limits where interpolation works and where and how it fails. it seems, if you can push every scene at 60 FPS with some time to spare everything is ok, maybe even fixed 30FPS, but fixed 5-10FPS or even worse - variable low frame rates or low-high, just might, for some reason, not be interpolated right or by trying so you accumulate extra time so it falls out of sync..

cheers

Aug 25, 2008
chunky,

>>"Assuming you're passing time in milliseconds instead of seconds..."
- they say assumption is mother of all fuk-ups ..but seriously, you might be right for all i know, i have no idea about that function i just copy/pasted it as it was already used as example, illustrating that i tried different 2nd parameter.. i also used CcdPhysicsDemo as example, i think it was mentioned this demo is best used for template/starting point and i trust Bullet demos calculate dt correctly ...which is assumption as well and i really should check that out too, thanks

let me try to guess from your message, am i correct:
- you agree with "my" definition here of "Frame Rate Independence", BUT you actually can make everything work all right, so you, in effect, could practically tell us, in several lines of code, how exactly you use your timer loop and call stepSimulation()? and/or how to modify CcdPhysicsDemo or any other Bullet demo to be frame-rate independent, to work on slow computers as i described above?

this is really simple and basic question, lets keep it simple,
make it crystal clear and demonstrate implementation by providing few lines of code

thank you

Aug 25, 2008
Erwin,

>>If a computer is too slow to compute all required simulation time steps in real-time, I suggest to either buy a faster CPU, improve the physics simulation performance or simplify the simulation."
- computer is 2ghz with ati Xpress and latest drivers and im talking about simple Bullet demos like "CcdPhysicsDemo", tho i agree it might be some weired computer hardware or driver issue thats why i insist to confirm if anyone else is experiencing the same thing..

but,
stepSimulation(dt, 0) works great! everything runs on about 30-50fps, while normally Bullet demos just run in slow-motion, hows that?

why would it not run ok on say, fixed 30FPS or 15FPS or even 1FPS as thats still enough for physics to do its job to keep it real-time? ..and, again stepSimulation(dt, 0) can do it..

but please, just make this 1 thing clear for me,
on your, or any other "proper" and fast computer when you're rendering a scene that sometimes (moving camera) takes more than 1/60 of second, say scene is so intensive that dt goes up to 1/10 - are you saying your physics simulation does NOT slow down or you saying avoid scenes that might drop your framerates below 60FPS?

thanks

p.s.
hope i didnt give wrong impression - i do like Bullet a lot and i didnt mean to sound as if i question the way things are done, im simply too stupid for that, im truly asking all these questions and looking forward to hear answer to as many as possible, i hope i explained enough the way i misunderstand things so i can be more easily corrected... and most of all i hope this is not some stupid hardware problem


Genesis
, Wednesday

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http://www.oocities.org/ze_aks/myos.htm