A proper time compression and time dilation functionality.
Right now, the demo sandbox has a function
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void DemoEntityManager::UpdatePhysics(dFloat timestep)
which does what it is supposed to, however, to me it is quite convoluted and hard to read and follow. The function parameter, timestep, isn't even used in the function. My project (a spaceflight simulation) has a requirement for time dilation factor of 1/4 and 1/2, and time compression factor of 2,4,8,16,32,64 and 128. I have implemented, to the best of my ability, the code that does this, however, I am getting inexplicable and distracting "stuttering" and pausing in the motion when I set time compression factor to 8 or larger.
So, would it be too much to ask for this feature - a proper, parametric implementation of time compression/dilation? This feature is present in many modern games, especially simulations, and would be very useful to many applications where there are stretches of time that need to be compressed while some "boring" simulation part is happening (like transit through empty space, or grass growing )