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Lua Game Development Cookbook

You're reading from   Lua Game Development Cookbook Over 70 recipes that will help you master the elements and best practices required to build a modern game engine using Lua

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Product type Paperback
Published in Jul 2015
Publisher
ISBN-13 9781849515504
Length 360 pages
Edition 1st Edition
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Author (1):
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Mário Kašuba Mário Kašuba
Author Profile Icon Mário Kašuba
Mário Kašuba
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Toc

Table of Contents (11) Chapters Close

Preface 1. Basics of the Game Engine 2. Events FREE CHAPTER 3. Graphics – Common Methods 4. Graphics – Legacy Method with OpenGL 1.x–2.1 5. Graphics – Modern Method with OpenGL 3.0+ 6. The User Interface 7. Physics and Game Mechanics 8. Artificial Intelligence 9. Sounds and Networking Index

Running the physics simulation


The Box2D library uses the physics simulation divided into time steps. You can think of it as a world where you can control time. The Box2D library offers you two modes: the fixed-time step and the dynamic time step. It uses the fixed-time step by default, which is fine for accurate and stable simulation. This mode assumes that your game will have a constant frame-rate.

With the second simulation mode using the dynamic-time step, the world time doesn't flow continuously but rather in small steps with varying durations. The Box2D library can simulate object movement and collisions with relatively high accuracy regardless of the size of time steps, although the accuracy might suffer. However, this mode might sometimes be accompanied by sudden jumps between object positions. This issue can be remedied with the interpolation of object transformations between the previous and current state of the physical simulation. The interpolation code isn't included in this...

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