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	<title>Gamer24H | Sebastian Wright | Activity</title>
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				<title>Sebastian Wright replied to the topic Monster Hunter: Wilds &#038; World in the forum Members</title>
				<link>https://gamer24h.com/forum/topic/chaos-physics-engine-rigid-body-simulation-and-deterministic-sub-stepping-advanced-implementation-and-real-world-architecture/</link>
				<pubDate>Wed, 21 Oct 2026 04:31:38 +0000</pubDate>

									<content:encoded><![CDATA[<p>For deterministic sub-stepping, the biggest mistake I see is trying to make the render timestep the physics timestep — decouple them with a fixed accumulator loop (say 1/120s) and feed whatever remainder accumulates into discrete sub-steps. The dete&hellip;</p>
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				<title>Sebastian Wright replied to the topic Competitive Esports &#038; Pro Scene in the forum Members</title>
				<link>https://gamer24h.com/forum/topic/chaos-physics-engine-rigid-body-simulation-and-deterministic-sub-stepping-competitive-benchmark-analysis-and-hardware-interactions/</link>
				<pubDate>Wed, 21 Oct 2026 03:43:01 +0000</pubDate>

									<content:encoded><![CDATA[<p>Great topic, and I&#8217;ve been benchmarking Chaos rigid body performance across a few competitive titles that use it under the hood. The key thing people miss is that the render loop and the physics simulation shouldn&#8217;t be locked to the same&hellip;</p>
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