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author | Benoit Bolsee <benoit.bolsee@online.be> | 2009-05-01 20:35:06 +0400 |
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committer | Benoit Bolsee <benoit.bolsee@online.be> | 2009-05-01 20:35:06 +0400 |
commit | 672492f563e148dc608965c5d0011413fbfae0eb (patch) | |
tree | 57aa0b79b8de32cef7ce3dee32e6013045e30d76 /source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.cpp | |
parent | 1c6cd47f2b93ba05c54f82c9363f269c71e28cda (diff) |
BGE: New function GameLogic.setMaxLogicFrame() to allow better control over the time spent on logic.
This function sets the maximum number of logic frame executed per render frame.
Valid values: 1..5
This function is useful to control the amount of processing consumed by logic.
By default, up to 5 logic frames can be executed per render frame. This is fine
as long as the time spent on logic is negligible compared to the render time.
If it's not the case, the default value will drag the performance of the game
down by executing unnecessary logic frames that take up most of the CPU time.
You can avoid that by lowering the value with this function.
The drawback is less precision in the logic system to physics and I/O activity.
Note that it does not affect the physics system: physics will still run
at full frame rate (actually up to 5 times the ticrate).
You can further control the render frame rate with GameLogic.setLogicTicRate().
Diffstat (limited to 'source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.cpp')
-rw-r--r-- | source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.cpp b/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.cpp index ba196b5cf55..e41574ff181 100644 --- a/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.cpp +++ b/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.cpp @@ -57,7 +57,7 @@ void DummyPhysicsEnvironment::endFrame() -bool DummyPhysicsEnvironment::proceedDeltaTime(double curTime,float timeStep) +bool DummyPhysicsEnvironment::proceedDeltaTime(double curTime,float timeStep,float interval) { //step physics simulation, typically perform |