Rapier timestep and interpolation
Keeps physics time independent of monitor refresh rate. It uses bounded fixed steps for simulation and smooths only the displayed pose, including after pauses or slow frames.
rapier-timestep-interpolation
See how it helpsWhen is it useful?
Use it when physics speed changes with rendering performance or resuming a browser triggers excessive catch-up work.
What does it help you do?
- Uses a fixed simulation step with bounded catch-up work.
- Separates previous and current physics poses from rendered interpolation.
- Applies input at tick boundaries with explicit pause behavior.
Try asking this
Roll a ball down the same ramp at 30, 60 and 144 rendered frames per second. Pause for several seconds and resume. Compare equivalent physics ticks, keep catch-up work bounded and ensure visual smoothing never writes an interpolated position back into the simulation.
Detailed documentation
Read the skill’s original instructions, examples and checks in their authored language.
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Rapier — timestep interpolation
Use when implementing Rapier stepping, pause, catch-up or render interpolation.
Version and project gate
Inspect Rust crate features or JS/WASM package and version, 2D/3D choice, framework wrapper version, units, solver settings, timestep ownership, body/collider handles and render synchronization. Determinism depends on binding, version, initialization and operation order. Never turn a task into an engine upgrade without the user’s intent. Read the version-matching official reference when an API decision depends on it.
Work
Choose a fixed simulation delta in declared units and bound accumulated catch-up. Separate current and previous simulation poses from rendered interpolation. Apply inputs and kinematic targets at the intended tick boundary. Keep browser frame delta from silently becoming the solver timestep.
Deliver
A timing diagram and stable simulation/render bridge with pause/resume behavior. Keep the change in the existing project structure; separate actual observations from the proposed acceptance scenario below.
Failure to prevent
A variable render rate can change outcomes if directly used for stepping; catch-up limits need an explicit time-loss policy.
Acceptance scenario
Compare equivalent input sequences under varied render rates, a long pause and one-step debugging without extra simulation owners. Follow the project’s execution and verification permissions. If execution or a target device is unavailable, provide the reproduction steps and name the remaining uncertainty; do not mark it passed.
Scope and sources
This skill belongs to Vector. Agent selection is restricted by Orqestria’s assigned-agent policy, including forced skill selection; instruction text alone is not an access control. These are original task workflows researched from official documentation, not a copied or endorsed vendor skill.
Included files 1
SKILL.md
