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High altitude combined with a high framerate really messes with the game physics. It becomes difficult to even drive on a flat surface since your tank keeps thinking it isn't on the ground. Gravity also gets a bit broken so you either jump higher or seem to get stuck in the air when the Z velocity nears zero. At higher altitude (for example, 1000) it even seemed like the jump height issue got worse than in the example world below. Starting at around 600 FPS, you tend to float across flat objects for several seconds as though you were in the air falling.
Here is a basic world example that can trigger this:
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On my Linux system, I was able to trigger the issue very visibility starting at 567 FPS (/localset fpsLimit 567 with Energy Saver set to FPS Limit). At 566 and 565 there were still some instances where the tank would "land" while driving on a flat surface. I'm sure I'd have to back the FPS off a bit from there to keep it stable. I know we've had other physics issues with high FPS, such as the tank bouncing off objects starting at around 200 FPS.
bzflag_high_physics.mp4
We can't really fix the physics in 2.4 since that would break compatibility, but perhaps we should always have a max FPS limit of 200 regardless of what the energy saver option was set to? Disabled for debug builds but enabled for release builds.
The text was updated successfully, but these errors were encountered:
There seems to be a related issue when the tank is horizontally far away from the center of the map as well. For example, at around 2800 units away from center with a FPS around 900, jumping forward will lose velocity while in the air, and the movement will drive side to side a bit.
High altitude combined with a high framerate really messes with the game physics. It becomes difficult to even drive on a flat surface since your tank keeps thinking it isn't on the ground. Gravity also gets a bit broken so you either jump higher or seem to get stuck in the air when the Z velocity nears zero. At higher altitude (for example, 1000) it even seemed like the jump height issue got worse than in the example world below. Starting at around 600 FPS, you tend to float across flat objects for several seconds as though you were in the air falling.
Here is a basic world example that can trigger this:
On my Linux system, I was able to trigger the issue very visibility starting at 567 FPS (
/localset fpsLimit 567
with Energy Saver set to FPS Limit). At 566 and 565 there were still some instances where the tank would "land" while driving on a flat surface. I'm sure I'd have to back the FPS off a bit from there to keep it stable. I know we've had other physics issues with high FPS, such as the tank bouncing off objects starting at around 200 FPS.bzflag_high_physics.mp4
We can't really fix the physics in 2.4 since that would break compatibility, but perhaps we should always have a max FPS limit of 200 regardless of what the energy saver option was set to? Disabled for debug builds but enabled for release builds.
The text was updated successfully, but these errors were encountered: