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Non fixed timestep version?

Feb 22, 2008 at 7:27 PM
I'm using, or trying to use, the Farseer engine in my non-XNA game, but I've been building around non fixed step, so I'm not sure if I can use fixed step for the engine while going with non fixed for the rest of my game. How hard would it be to make the engine be able to use non fixed also?
Feb 23, 2008 at 7:58 PM
I'm not sure what ramificatios there would be to sending a non-fixed timestep. I think your best bet would be to just code things to send a fixed time step to the physics engine. This doesn't mean the rest of your render engine needs to be fixed. You just need to decouple the physics update from the render update.. which is alway smart anyway.