Pārlūkot izejas kodu

Link to deterministic simulation section.

Jorrit Rouwe 3 gadi atpakaļ
vecāks
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1 mainītis faili ar 1 papildinājumiem un 1 dzēšanām
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      README.md

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README.md

@@ -25,7 +25,7 @@ So why create yet another physics engine? First of all, this has been a personal
 	* Collision queries can run in parallel with other operations like insertion / removal of bodies. The query code is guaranteed to see a body in a consistent state, but when a body is changed during a collision query there is no guarantee if the change is visible to the query or not. If a thread modifies the position of a body and then does a collision query, it will immediately see the updated state (this is often a problem when working with a read version and a write version of the world).
 	* It is also possible to run collision queries in parallel to the main physics simulation by doing the broad phase query before the simulation step. This way, long running processes (like navigation mesh generation) can be spread out across multiple frames while still running the physics simulation every frame.
 * One of the main sources of performance problems we found was waking up too many bodies while loading / unloading content. Therefore, bodies will not automatically wake up when created and neighboring bodies will not be woken up when bodies are removed. This can be triggered manually if desired.
-* The simulation runs deterministically, so you could replicate a simulation to a remote client by merely replicating the inputs to the simulation.
+* The simulation runs deterministically, so you could replicate a simulation to a remote client by merely replicating the inputs to the simulation. Read the [Deterministic Simulation](https://jrouwe.github.io/JoltPhysics/) section to understand the limits of this.
 * The simulation of this physics engine tries to simulate behavior of rigid bodies in the real world but makes approximations in the simulation so should mainly be used for games or VR simulations.
 
 For more information see the [Architecture and API documentation](https://jrouwe.github.io/JoltPhysics/) section.