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Fast-forwarding the simulation #82
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Just a thought, but perhaps the best solution would be to disable rendering pipeline for those 10 steps? |
Perhaps we should add a variant |
One could certainly do this although it seems to me that only updating the physics (and none of the other systems involved in a complete Bevy application) would be a bit of a corner case. |
Not sure if that would work... many other pipelines would have to be disabled as well, right? E.g. the input handling pipeline, the audio pipeline, etc... |
I don't think there is a correct answer here, although I would be surprised if you really ended up turning off all other systems/pipelines except for physics in the final application. |
@Bauxitedev Can you perhaps tell more about your use-case here? That would help understand exactly what you need. |
@sebcrozet I'm writing a small pseudo-scientific simulation that uses genetic algorithms to try to generate efficient vehicles. To find the effectiveness (aka fitness) of a vehicle, I run a physics simulation. E.g. if the vehicle instantly falls over, it gets low fitness. If it manages to traverse rough terrain without falling, it gets high fitness. If I could speed up the physics simulation, I could determine the fitness of a vehicle much faster than currently possible. |
If you want Fixed timestep mode with TimestepMode::Fixed {
dt: A * 10.,
substeps: B * 10,
} I think it'd have the same effect, unless I misunderstood the initial question. |
Am I completely wrong here or as a user, we could change the |
Quick question, is it possible to fast-forward the physics simulation? E.g. if I want to run 10 physics steps per frame instead of 1, which makes the simulation run 10x as fast?
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