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Slow motion affects simulation

Sep 20, 2008 at 7:40 PM
Edited Sep 22, 2008 at 1:22 PM

I've noticed that using slow motion affects breaking of joints. For example, 10% slow motion:

And normal motion (actually it's 60% so you can see anything :P):

I use this code to make slowmotion effect:

            simulation.Update(gameTime.ElapsedGameTime.Milliseconds * .001f * SloMo);

Where SloMo is value between 0.0f and 1.0f.
What am I missing?
Sep 22, 2008 at 1:08 PM
Farseer is designed to run at a fixed frame rate. I'm no expert but I think you are changing the time step which would cause Farseer to have a smaller time step and thus be more stable. I have no answer on how to fix this except to possibly try some other way to achieve slow motion.  Maybe reduced the frame rate a little and use a blurring post effect? 

I really don't want this question to go unanswered so lets get some more ideas.
Sep 22, 2008 at 2:30 PM
Edited Sep 22, 2008 at 2:31 PM
I've found this topic: about slow motion but nothing really applies to what I need, except the code I posted above.