Profiling OpenGL ES App

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Posts: 249
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Post: #20
warmi Wrote:Sometimes it makes sense ... if your code is set up to step at certain intervals it makes easier to handle stuff like collisions etc ...

Why? I don't understand that. Usually physics engines have a time step, whatever you want, even if that timestep is too high, I does not matter because some of them have a continuous collision system. Unless you create your own (primitive) collision system where frecuency is important to avoid tunneling effect.
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Messages In This Thread
Profiling OpenGL ES App - Nick - Feb 15, 2009, 09:11 PM
Profiling OpenGL ES App - Nick - Feb 15, 2009, 09:31 PM
Profiling OpenGL ES App - Frank C. - Feb 15, 2009, 10:15 PM
Profiling OpenGL ES App - Nick - Feb 15, 2009, 10:58 PM
Profiling OpenGL ES App - Nosredna - Feb 16, 2009, 08:54 AM
Profiling OpenGL ES App - AnotherJake - Feb 16, 2009, 10:22 AM
Profiling OpenGL ES App - Nosredna - Feb 16, 2009, 11:16 AM
Profiling OpenGL ES App - Nick - Feb 16, 2009, 02:30 PM
Profiling OpenGL ES App - Frank C. - Feb 16, 2009, 03:12 PM
Profiling OpenGL ES App - AnotherJake - Feb 16, 2009, 03:16 PM
Profiling OpenGL ES App - AnotherJake - Feb 16, 2009, 03:37 PM
Profiling OpenGL ES App - Frank C. - Feb 16, 2009, 04:28 PM
Profiling OpenGL ES App - Nick - Feb 16, 2009, 04:34 PM
Profiling OpenGL ES App - Frank C. - Mar 8, 2009, 03:45 PM
Profiling OpenGL ES App - imikedaman - Mar 8, 2009, 09:13 PM
Profiling OpenGL ES App - AnotherJake - Mar 9, 2009, 08:08 AM
Profiling OpenGL ES App - dave1 - Apr 17, 2009, 02:06 PM
Profiling OpenGL ES App - riruilo - Jan 19, 2010, 07:52 AM
Profiling OpenGL ES App - warmi - Jan 19, 2010, 09:29 AM
Profiling OpenGL ES App - riruilo - Jan 19, 2010 11:31 AM
Profiling OpenGL ES App - Frank C. - Jan 19, 2010, 08:50 PM
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