Even an RK4 integrator is sensitive to the amount of time you step when integrating. Decouple your physics timestep from the display framerate so that your simulation behaves exactly the same way each time it is run.
A brief overview of the history of PC multiplayer games. Discover how RTS games were able to synchronize thousands of units over a 28k modem, and how first person shooters hide lag with client side prediction and latency compensation.
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这是我读过的关于此事的最友好的文章。你应该看看这个人的所有游戏物理文章 (GafferOnGames)
...然后继续这个:
希望你会像我一样发现它令人大开眼界。
This is the friendliest article I've read on the matter. You should look at all the game physics articles from this guy (GafferOnGames)
...then continue with this one:
Hope you'll find it as eye-opening as I did.