saveKinematicState

Bbilz
Posts: 26
Joined: Wed Feb 27, 2008 9:55 am

saveKinematicState

Post by Bbilz »

Hi,

In btDiscreteDynamicsWorld::stepSimulation the saveKinematicState function takes the fixedTimeStep parameter.
The way I think it works is that I can increase the resolution of Bullet by passing in a small fixedTimeStep (such as 1/120 or 1/240) but still running my game at 1/60 - ie passing that in as the normal timeStep

However, this means that kinematic objects calculate their velocity incorrectly (ie they think they are moving really fast because they use the smaller timestep)
Would it make more sense to pass in the timeStep to saveKinematicState instead of the fixedTimeStep?

Thanks!

-david