Genesis, Saturday - SATURN

-"Cronus or Kronos in Greek mythology,
identified with the Roman deity Saturn, was the leader and the youngest of the first generation of Titans, divine descendants of Gaia and Ouranos (Earth & Sky).

He overthrew his father and ruled during the mythological Golden Age, until he was overthrown by his own sons, Zeus, Hades, and Poseidon, and imprisoned in Tartarus or sent to rule the paradise of the Elysian Fields.

The etymology of the name is obscure.
It may be related to 'horned', suggesting a possible connection with the ancient Indian demon Kroni or the Levantine deity El."


chrono - 'alchemical element', 'control of time and space'

-"Chronos or Khronos (Time), not to be confused with Cronus - a Titan,
was imagined as an incorporeal god, serpentine in form, with three heads. Some of the English words with this etymological root include chronology, chronic, chronicle."



Frame Rate Independence

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

Aug 28, 2008
>>"I used the term "newbies" to refer to simple apps.."
- you are right, sorry...
i did exaggerate there a bit because i was struggling to prove my point otherwise ..i felt it was worth it

>>"BTW, in the end, it looks like Bullet works exactly as i expected, and the only problem seems to have been communication"
- yes, terminology.. but, thats where my question only begins really..

>>"The (dt,0) way works correctly."
- you on to it,
(dt,0) does work (as i expect at least) and we needed to establish that, so we all exactly know what *visually* we are talking about and can move on.. compare that with *interpolation*, that is (dt, n>1)

you can try (dt, 10or50or100..), overload your scene and tell us what happens and what did you expect to happen, if you will? [when i do that i notice everything slows down and i expect similar output as with (dt, 0)]

//---------------
terminology explained:
if you're reading this to get an answer to the original question "Frame Rate Independence",
and by now you only got even more confused..

note that there are
- simulation frames, simulation frame rate = simulation speed or rate of physics update
- animation frames, animation frame rate = animation speed or FPS

they go so closely together,
no wonder it confuses so many people... btw answer to my 1st Q. is NO... surprised, eh?

look,
"Frame Rate" in this conversation meant few things, depending on who was talking it could be:
1.) simulation speed
2.) animation speed
3.) deltaTime

when i say "Frame Rate" i mean "animation frame-rate", animation speed or FPS like most of us apparently, hence confusion

by "Frame Rate Independence" i meant:
animation speed may VARY, but Simulation_Flow can still appear CONSTANT in real time

to me, this is only independence that makes sense talking about,
im really failing to see of what importance or relevance is any other independence and how was it not obvious what is common expectation, common terminology and what would be likely error

thanks for sharing

Aug 28, 2008
its good to have someone to talk to about this... cheers!

i still have no idea if iam reporting a bug or my stupidity here.. anyway, ok, that looks all good to me.. not really testing the case in question?

i wonder what kind of effect could have *video driver* setting that would lock FPS to Vsync , you know that option:
1.) let application decide
2.) always
3.) never

thanks,
friendly zebra

Aug 28, 2008
thanks.. ok,
i see all that.. something... numbers... submarines... rainbows

it all looks fine,
except that little bit there which is horribly wrong, so maybe some problem in the test?

your comment is most valuable to me... i dont absorb numbers well and im not really sure whats happening there with all these threads and sleep() stuff.. how many processors/cores, what hardware is that?

appreciated

[edit:]
man, that was super-quick, how wonderful ..anything i can do for you? crunching..........

>>"Passing maxSubsteps=0 should result in an exception being thrown, or something similar."
- ok, you lost me there...

//--------------------
To Whom it may concern...

CcdPhysicsDemo has this bit of code:
int maxSimSubSteps = m_idle ? 1 : 1;
if (m_idle) dt = 1.0/420.f;
int numSimSteps = 0;
numSimSteps = m_dynamicsWorld->stepSimulation(dt,maxSimSubSteps);

a) all that change to this:
m_dynamicsWorld->stepSimulation(dt, 0);

b) then to this:
m_dynamicsWorld->stepSimulation(dt, 10or50or100..);

then try to overload the scene eg. resize to full-screen, add more objects, add empty loop to eat your time randomly or whatever ..and then compare a) and b) ...visual observation would suffice

Aug 28, 2008
i dont understand anything anymore...
are you not the same person whom Erwin wrote:
>>"Again, if you want to manage time and substepping yourself, with similar behaviour to ODE, disable substepping, don't use/create motion states and use stepSimulation(deltaTime,0);"

and you said:
>>"Yes, thanks a lot, it helped. I've been reading so many different ways to do the same thing, that i didn't know which one to choose. The (dt,0) way works correctly. I've implemented the helloWorld.."

..which basically means that you already used maxSubsteps=0 successfully - its a special case ..so, no.. it what they call variable time_flg_adfk .. i give up


Divina Commedia
, abysm spirale

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abaraba1@yahoo.com
http://www.oocities.org/ze_aks/myos.htm