To compensate for low-frame rates (or large step sizes), it is usually recommended that you increase the step interactions taken by the physics engine. Step interactions can be thought of as a simple formula: divide the step size by the step interactions number and update the engine with the new, smaller, step size for [i]stepInteraction[/i] loops . This results in a more accurate calculation of forces accumulated as the penetration depth between two objects will be at a higher accuracy and is close to what it truly is, also, because friction coffecients are calculated by depth penetration testing (in most modern engines), then that will also be affected by the frame rate . How much to increase the step interactions by is highly user dependant as well as library dependant, so assumptions about calculations (like stepInteractions + (fixedFrameRate - ActualframeRate)) cannot be generalised. Also note that the engine also makes assumptions about the step interaction size and optimises for it, so setting the step interactions to 1 and doing the loop manually is [b]highly[/b] not recommended.
Personally, i dont mind either one, variable frame rates or fixed frame rates. As long as my calculations are frame-rate independant, my other threads in the engine are getting what they need, does it really matter?
Anyways, yes, this is a JOGL forum, graphics…etc, enough chit chat about physics.
DP