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Old 10-15-2013, 06:50 PM
mhtong mhtong is offline
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Join Date: Sep 2012
Posts: 6
Let me see if I can phrase the problem a little differently.

Given ball and racket velocities, 60Hz is too slow. There's a motion capture system (PhaseSpace) running at 480Hz providing the position of the racket. It seems like the physics engine should be running at the same rate to provide the most accurate gameplay. Making the paddle substantially thicker isn't really an option, as they can hit with either side of the paddle.

We had a working version of this written in C++, but are switching to Vizard for a variety of reasons. We have it mostly working in Vizard, but this issue has remained a problem. It seems like others should have bumped into these kinds of problems before as motion capture often runs at faster rates? Or is there a way to have the Vizard main loop run at a faster rate without attempting to render at that rate?
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