A friend of mine said that Delta Timing is not as smooth as this, and this article explains why. This article IS in C++ but I am trying to use the knowledge in BMAX, I'm just wondering what everyones thoughts are on this. I would like to make a TIMESTEP tutorial for everyone because this seems to be important. He says that this stuff is good and makes your games very smooth.
"The problem with Dela Timing"
The problem is this. Because we are using numerical integration the actual results depend on the size of the timestep. This is even true for advanced integrators like RK4. The larger the timestep the less accurate the results. So if you develop your simulation running at 60fps then at some point during your game the framerate drops to 10fps then all bets are off.
This may not seem like a big deal, but consider that in physics simulation, a small change in timestep can cause huge differences in behavior. If you have a series of really stiff spring constraints for shock absorbers in a car simulation then tiny changes in dt can actually make the simulation explode.
So ideally what we want is the best of both techniques. We want to choose a single dt so that every time the simulation runs it is stable and behaves exactly the way it was intended. At the same time we want the simulation to run at the same perceived speed irrespective of the display framerate. These two requirements seem completely at odds, and they are, unless we can decouple the physics and display framerates.
http://www.gaffer.org/articles/Timestep.html
"The problem with Dela Timing"
The problem is this. Because we are using numerical integration the actual results depend on the size of the timestep. This is even true for advanced integrators like RK4. The larger the timestep the less accurate the results. So if you develop your simulation running at 60fps then at some point during your game the framerate drops to 10fps then all bets are off.
This may not seem like a big deal, but consider that in physics simulation, a small change in timestep can cause huge differences in behavior. If you have a series of really stiff spring constraints for shock absorbers in a car simulation then tiny changes in dt can actually make the simulation explode.
So ideally what we want is the best of both techniques. We want to choose a single dt so that every time the simulation runs it is stable and behaves exactly the way it was intended. At the same time we want the simulation to run at the same perceived speed irrespective of the display framerate. These two requirements seem completely at odds, and they are, unless we can decouple the physics and display framerates.
http://www.gaffer.org/articles/Timestep.html