10-01-2022, 11:48 AM
(This post was last modified: 10-01-2022, 11:53 AM by josemendez.)
(10-01-2022, 11:35 AM)lufydad Wrote: Thank you a lot it seems to work, when I reduce the sleep thresholdÂ
In my application the fixed delta time is entered by user, which sleep threshold should I use to be sure to not have this problem anymore and avoid drifting and jittering ? dt/10 is enough ?
Allowing your user to set an arbitrary fixed delta time is a recipe for terrible performance, but assuming you're not concerned by this: You could use the smallest value that works with the smallest delta time you allow.
Or instead of using a very small threshold (which may not be enough for very small timesteps), you can calculate the value you need for a given timestep.
Kinetic energy is defined as 1/2 * sqr(velocity) * mass. In Obi, the threshold is mass-normalized, so not multiplied by mass.
Velocity is defined as change in position over time. In Unity, this "time" is the timestep (aka fixed delta time) value. So:
Code:
velocity = (position at the end of the timestep - position at the start of the timestep) / timestep.
Hence, kinetic energy is:
Code:
1/2 * sqr((end position - start position) / timestep).
This is the value compared to your sleep threshold to determine if a particle can move or not.
To make the threshold independent of timestep, you can do:
Code:
timestepIndependentThreshold = sqrt(threshold * 2) * timestep;
And then feed this value to Obi instead of a fixed threshold.