Original Post
Greetings, I implemented some rigid body physics from the paper Non-convex rigid bodies with stacking (but I didn't implement everything in it such as shock propulsion). At the moment, there are no joints, just a simple rigid body with gravity/user forces acting on it and collision response against a ground plane. At 100 Hz, the "jittering" effect is almost non-existent and it seems to work quite well. But when I knock the frequency down to 20 Hz, the jittering is too large to be even remotely acceptable. Obviously, the higher the frequency, the better. MrRowl's demos run at 120 Hz(I think). And I've heard that games like Doom3 run their physics at 60 Hz. So what I was wondering was, at what frequencies are real-time physics engines allowed (expected?) to run nowadays? Thanks, Francis Xavier