Original Post
Alrighty, I've been integrating dynamics into my game, and using a fixed timestep for the simulation routine (its ODE by the way). I'm looping the simulation stage more than once to synchronise with the frame rate (using a catch-up technique). The problem i'm having is that my simulation is now not running at a constant enough speed, and my graphics are jerking slightly. Normally this wouldn't be a big issue, but I have a skybox scrolling at a constant rate, and the slight speed increases/decreases are obviously visible. Is there either a better way to keep dynamics simulations synchronised with game frame-rates, or am I doing something fundamentally wrong with this technique? If you know anything at all about this, please give me your pair of cents, i'm going out of my mind. =) [Edited by - Source on August 10, 2005 4:08:47 PM]