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Chipmunk Physics • View topic - Strange chipmunk performance with 3.0 OS!!

Strange chipmunk performance with 3.0 OS!!

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Strange chipmunk performance with 3.0 OS!!

Postby Johanovski » Tue May 04, 2010 10:40 am

Hi there!

I'm working in a Cocos2D + Chipmunk project which is nearly finished. I've been testing it on my own iPhone 3GS with 3.1.3 OS and everything works wonderfully. However today I've tested the project with an iPhone 1G with 3.0 OS, and I got really surprised when I saw that physics doesn't always work as they used to.
For example, in the 3GS iPhone a cube ALWAYS collides with ALL level walls (as expected). However with the 1G sometimes a cube just passes through a wall of cubes (which is completely senseless for me)! I've never seen this on my 3GS and it's pretty usual on the 1G... Also the game usually runs at 60 FPS on the 3GS, but in the 1G it runs only at 40 FPS or less depending on how many elements are in the screen (from 40 to 20 FPS more or less)... I've tried forcing the game at 40 FPS or even 30 FPS but it still does the same, so I think it's not related to performance...

Can it be caused by the firmware? I mean may the 3.0 OS cause this? Or maybe it's related to the iPhone itself (so chipmunk doesn't work as expected in the 1G)?

Thanks in advance, I'm really stuck with this and I don't know how to solve it... :(
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Re: Strange chipmunk performance with 3.0 OS!!

Postby slembcke » Tue May 04, 2010 11:55 am

Are you using a variable sized timestep? Using fixed sized timesteps with Chipmunk is very very recommended.
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Re: Strange chipmunk performance with 3.0 OS!!

Postby mobilebros » Tue May 04, 2010 4:01 pm

I think you must be using a variable sized timestep, the 1G's hardware is quite a bit slower than the 3GS, hence your framerate; your scheduled timestep is getting called with a greater dt between calls, thus making chipmunk calculate object's positions "past" the walls.

This'll help optimize the speed a bit
http://www.cocos2d-iphone.org/wiki/doku ... _practices
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Re: Strange chipmunk performance with 3.0 OS!!

Postby Johanovski » Wed May 05, 2010 8:59 am

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Re: Strange chipmunk performance with 3.0 OS!!

Postby slembcke » Wed May 05, 2010 9:49 am

Your third one is closer, but still not quite right. You are still calculating dt based on delta. The best thing you can do is to pass the exact same value to cpSpaceStep() every time. Read this:
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Re: Strange chipmunk performance with 3.0 OS!!

Postby Johanovski » Thu May 06, 2010 5:46 am

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Re: Strange chipmunk performance with 3.0 OS!!

Postby slembcke » Thu May 06, 2010 10:24 am

If the game can't always keep up with real time or worse, that it never can, you can end up with some really long running while loops to catch up to the current time as you've found. The best solution to that is use a frameskip counter. Simply break out of the while loop if it runs more than 3 or 4 times.

Basically, it forces the game to slow down to the same speed that the hardware can keep up with. While not a desirable effect, it's better than a completely unplayable game on low end hardware. Fancier algorithms can only get you so far.
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Re: Strange chipmunk performance with 3.0 OS!!

Postby mobilebros » Thu May 06, 2010 12:22 pm

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Re: Strange chipmunk performance with 3.0 OS!!

Postby Johanovski » Fri May 07, 2010 1:34 am

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Re: Strange chipmunk performance with 3.0 OS!!

Postby slembcke » Fri May 07, 2010 8:41 am

I guess I don't really understand what this update scene method does. It depends on how robust it is I guess.

I would still not recommend using variable sized timesteps and guessing when objects passed through each other, but if you are happy with how it works now I can't argue with that.
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