FixedTimeStep question
Posted: Sun Apr 28, 2013 8:53 pm
Hey Norbo, still loving the engine
I'm implementing a different camera system than in the past and have found in certain 3rd person perspectives, I could see a lot of jitter in the behaviour of the model that I bound to my "CharacterController.Body.BufferedStates.InterpolatedStates.Position" (i.e. the model I draw to show where my character is). After viewing all search results with "jitter" here, I decided to set my game's "IsFixedTimeStep" property to true - voila, issue fixed.
That leads to me some questions:

That leads to me some questions:
- Why does this happen? I see that the Bepu physics space has a "TimeStepSettings" that we can assign to, but does it handle dynamic time steps by default? For example, if I wanted to use "fixedtimestep=false" in a release.
- In your demos file, I notice you have "IsFixedTimeStep" to false, yet my camera class has no jitter when used in there. Ideas as to why? Perhaps the models I'm using in the game?