On Aug 27, 2010, at 9:06 AM, James Paige wrote: > On Fri, Aug 27, 2010 at 08:43:59AM -0700, Brian Fisher wrote: >> So you asked "what else do you need?" well the answer is if you want >> consistent non-linear physics (like say you want the players to jump the >> same all the time), then the "else" you need is fixed size timesteps for >> your physical simulation. > > I seem to remember that one of the Quake games (or was it all of them?) > did this /wrong/. The distance your character could jump was affected by > your frame rate, making certain hard jumps impossible at certain frame > rates.
This page explains that issue nicely: http://www.niksula.cs.hut.fi/~hkankaan/Homepages/gravity.html -Casey