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  1. #11
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    Apr 2010
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    Miliseconds are below the order of magnitude of the timestep of the physics engine, you'll just get biased times that aren't true. Since the timestep for the game's physics is around 10-20 miliseconds (60 FPS), you're never going to get milisecond precision on the counter, only hundreth of a second.

    Think of it this way: You have a physics timestep of 0.01 seconds (smaller than the usual 0.01666(6) seconds most games use)

    -The ship is some distance X behind the finishing line at t=40.05 seconds
    one physics timestep later:
    -The ship is some distance Y ahead of the finishing line at t=40.06 seconds

    Y may or may not be equal to X

    When did the ship cross the line, accurate to the milisecond? You can't answer this question with just that data. You might try to do an average of the two times and get 40.055 s, but the ship could have crossed the line at 40.057 s or 40.051 s.

    To be more accurate you could do a weighted mean of the times by using the X and Y distances: estimated time=40.05*X/(X+Y) + 40.06*Y/(X+Y), but this would just be a useless waste of cpu cycles for something as trivial as having a ms accuracy that wouldn't even matter in most races, since the logic the game uses to determine your position as you cross the finish line is dependent on the physics timestep which only has a hundreth of a second accuracy.
    Last edited by Xpand; 3rd November 2016 at 11:00 PM.

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