BulletSim: normalize physics FPS to 45.
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				|  | @ -581,8 +581,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
| 
 | ||||
|         // The physics engine returns the number of milliseconds it simulated this call. | ||||
|         // These are summed and normalized to one second and divided by 1000 to give the reported physics FPS. | ||||
|         // Since Bullet normally does 5 or 6 substeps, this will normally sum to about 60 FPS. | ||||
|         return numSubSteps * m_fixedTimeStep * 1000; | ||||
|         // We multiply by 45 to give a recognizable running rate (45 or less). | ||||
|         return numSubSteps * m_fixedTimeStep * 1000 * 45; | ||||
|         // return timeStep * 1000 * 45; | ||||
|     } | ||||
| 
 | ||||
|     // Something has collided | ||||
|  | @ -1300,7 +1301,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
|     { | ||||
|         PhysicsLogging.Write(msg, args); | ||||
|         // Add the Flush() if debugging crashes to get all the messages written out. | ||||
|         PhysicsLogging.Flush();         // DEBUG DEBUG DEBUG | ||||
|         // PhysicsLogging.Flush(); | ||||
|     } | ||||
|     // used to fill in the LocalID when there isn't one | ||||
|     public const string DetailLogZero = "0000000000"; | ||||
|  |  | |||
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	 Robert Adams
						Robert Adams