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author | Benoit Bolsee <benoit.bolsee@online.be> | 2009-05-21 22:10:19 +0400 |
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committer | Benoit Bolsee <benoit.bolsee@online.be> | 2009-05-21 22:10:19 +0400 |
commit | 036ebc55233241bf9bd8149f855185cfcfb1ab67 (patch) | |
tree | cf561cf256c9dedb8e0a36bddfcc54cb0ada0749 /source/gameengine/PyDoc/GameLogic.py | |
parent | d54126f78edbb48073fe979395de92dca255fd7e (diff) |
BGE: GUI control over frame rate, logic rate, physics rate and physics subrate.
Four new buttons in World settings to control frame rate:
fps: Nominal frame rate in frame per second.
Also sets the physics timestep = 1/fps
phys: Maximum number of physics timestep per game frame in case
the actual fps is less than nominal. This allows the
physics to keep up with real time even if the graphics slows
down the game.
sub: Fixed number of simulation substeps per physic timestep.
Improves the precision of the physics simulation. Useful for
fast moving objects for example.
log: Maximum number of logic steps per game frame in case the
actual fps is less than nominal. This allows the logic
system to follow the physics simulation.
Upper bound = phys
(setting the value higher than phys has no effect).
On games with heavy logic system, it is useful to set this
value to 1, to keep logic time under control.
All these values were already accessible from Python except phys:
GameLogic.getMaxPhysicsFrame():
Gets the maximum number of physics frame per render frame.
GameLogic.setMaxPhysicsFrame(phys):
Sets the maximum number of physics timestep that are executed per render frame.
Higher value allows physics to keep up with realtime even if graphics slows down the game.
Physics timestep is fixed and equal to 1/tickrate (see setLogicTicRate)
maxphysics/ticrate is the maximum delay of the renderer that physics can compensate.
phys: integer
Diffstat (limited to 'source/gameengine/PyDoc/GameLogic.py')
-rw-r--r-- | source/gameengine/PyDoc/GameLogic.py | 19 |
1 files changed, 19 insertions, 0 deletions
diff --git a/source/gameengine/PyDoc/GameLogic.py b/source/gameengine/PyDoc/GameLogic.py index 1bc406daf09..3ec30a63c58 100644 --- a/source/gameengine/PyDoc/GameLogic.py +++ b/source/gameengine/PyDoc/GameLogic.py @@ -387,6 +387,23 @@ def setMaxLogicFrame(maxlogic): @param maxlogic: The new maximum number of logic frame per render frame. Valid values: 1..5 @type maxlogic: integer """ +def getMaxPhysicsFrame(): + """ + Gets the maximum number of physics frame per render frame. + + @return: The maximum number of physics frame per render frame + @rtype: interger + """ +def setMaxPhysicsFrame(maxphysics): + """ + Sets the maximum number of physics timestep that are executed per render frame. + Higher value allows physics to keep up with realtime even if graphics slows down the game. + Physics timestep is fixed and equal to 1/tickrate (see setLogicTicRate) + maxphysics/ticrate is the maximum delay of the renderer that physics can compensate. + + @param maxphysics: The new maximum number of physics timestep per render frame. Valid values: 1..5. + @type maxphysics: integer + """ def getLogicTicRate(): """ Gets the logic update frequency. @@ -406,6 +423,7 @@ def setLogicTicRate(ticrate): """ def getPhysicsTicRate(): """ + NOT IMPLEMENTED Gets the physics update frequency @return: The physics update frequency in Hz @@ -413,6 +431,7 @@ def getPhysicsTicRate(): """ def setPhysicsTicRate(ticrate): """ + NOT IMPLEMENTED Sets the physics update frequency The physics update frequency is the number of times the physics system is executed every second. |