I'm having a multithreading problem with Nvidia PhysX.
the SDK requires that you call
Simulate() (starts computing new physics positions within a new thread) and
FetchResults() (waits 'till the physics computations are done). Inbetween
FetchResults() you may not "compute new physics".
It is proposed (in a sample) that we create a game loop as such:
- Logic (you may calculate physics here and other stuff)
Simulate()at start of
FetchResultsat end of
However, this has given me various little errors that stack up: since you actually render the scene that was computed in the previous iteration in the game loop.
Does anyone have a solution to this?