Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Enable physics interpolation #133

Merged
merged 1 commit into from
Aug 17, 2022

Conversation

Calinou
Copy link
Member

@Calinou Calinou commented Aug 6, 2022

Like #130, this enables another new feature in 3.5.

Physics interpolation was disabled on the reactor core's particles as it caused visual glitches (and is not needed there anyway). It was also disabled on the flying forklift as it's actually moved in _process (the engine was printing warnings about it).

To test this, run the demo with the lowest possible settings and see if overall smoothness improves. Note that player/enemy animations are not interpolated (only their movement is), so they remain locked at their 60 Hz rate. In practice, this usually looks good enough. Still, I wonder how these can be interpolated too 🙂

cc @lawnjelly

Physics interpolation was disabled on the reactor core as it caused
visual glitches. It was also disabled on the forklight as it's
actually moved in `_process` (the engine was printing warnings
about it).
@Calinou Calinou merged commit 14e2afb into godotengine:master Aug 17, 2022
@Calinou Calinou deleted the enable-physics-interpolation branch August 17, 2022 15:34
@lawnjelly
Copy link
Member

I might try and take a look at the reactor core when I get a moment, just in case it is a bug on my side.

For animations, isn't there an option to update the animation player bones in process rather than physics_process? 🤔

This should work straight off, there is usually not much saving to interpolate the bones over calculating them fresh each time, and also the hierarchy will be more accurate when calculated using the skeleton each time.

@Calinou
Copy link
Member Author

Calinou commented Aug 17, 2022

For animations, isn't there an option to update the animation player bones in process rather than physics_process? thinking

The TPS demo project configures AnimationTree to run in physics process, as movement speed would vary depending on rendering FPS otherwise. This is a bug in root motion (which is used to move the player).

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging this pull request may close these issues.

2 participants