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rm outdated notes about fixed timestep;

bjorn 3 weeks ago
parent
commit
ea4c41c606
2 changed files with 1 additions and 11 deletions
  1. 1 1
      api/init.lua
  2. 0 10
      api/lovr/physics/World/update.lua

+ 1 - 1
api/init.lua

@@ -41539,7 +41539,7 @@ return {
                   code = "function lovr.update(dt)\n  world:update(dt)\nend"
                 }
               },
-              notes = "By default, the World updates at a fixed timestep.  This means that the physics simulation will always update with a constant rate, for example 60 \"ticks\" per second.  This improves stability of the simulation and decouples physics from rendering.  Collider poses are automatically interpolated between the two most recent ticks, ensuring smooth movement even if the tick rate is lower than the rendering rate.\n\nFixed timestep can be disabled by setting the `tickRate` option to 0 in `lovr.physics.newWorld`. This will use a variable timestep where the `dt` value passed to this function will be applied directly to the physics simulation.\n\nThis function must be called from the last thread that called `World:setCallbacks`.  If no callbacks are set, then this can be called from any thread.",
+              notes = "This function must be called from the last thread that called `World:setCallbacks`.  If no callbacks are set, then this can be called from any thread.",
               related = {
                 "lovr.physics.newWorld"
               },

+ 0 - 10
api/lovr/physics/World/update.lua

@@ -18,16 +18,6 @@ return {
     }
   },
   notes = [[
-    By default, the World updates at a fixed timestep.  This means that the physics simulation will
-    always update with a constant rate, for example 60 "ticks" per second.  This improves stability
-    of the simulation and decouples physics from rendering.  Collider poses are automatically
-    interpolated between the two most recent ticks, ensuring smooth movement even if the tick rate
-    is lower than the rendering rate.
-
-    Fixed timestep can be disabled by setting the `tickRate` option to 0 in `lovr.physics.newWorld`.
-    This will use a variable timestep where the `dt` value passed to this function will be applied
-    directly to the physics simulation.
-
     This function must be called from the last thread that called `World:setCallbacks`.  If no
     callbacks are set, then this can be called from any thread.
   ]],