Nearly every game tends to use some of a game loop. Gafferongames has a great article on how to make a well designed game loop: http://gafferongames.com/game-physics/fix-your-timestep/
In his code, he uses integrate( state, t, deltaTime );
, where I believe state
contains position, velocity, and acceleration of the object. He uses RK4 to integrate it from t
to t+deltaTime
.
My question is, why use a numerical integration technique like RK4, when you can use kinematics equations (here) to find the exact value?
These equations work when acceleration is constant. It seems rare that you would have a changing acceleration within a timestep. It seems like RK4 is a lower performance, lower accuracy, more complex solution.
Edit: I think you could add a "jerk" value to objects and still find exact expressions for acceleration, velocity, and displacement, if you really wanted to.
Edit 2: Well, I did not read his "Integration Basics" article too carefully. I think he's modelling a damper and spring, which do cause non-constant acceleration within a timestep.