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author | Sybren A. Stüvel <sybren@stuvel.eu> | 2015-06-18 15:43:30 +0300 |
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committer | Sybren A. Stüvel <sybren@stuvel.eu> | 2015-06-28 13:54:53 +0300 |
commit | c5c2883ce039a35945282b770ad77f461cdf05ad (patch) | |
tree | d0a363da2847f3aecaf4e49d15484aa269c20d73 /doc | |
parent | 32319dd106970663d1b78bb25048b3ceccffc01a (diff) |
BGE Fix: apply velocity clamping on every physics subtick
This patch uses the Bullet "internal tick callback" functionality to
ensure that velocity clamping is performed after every physics update.
This makes a difference when physics subticks > 1, as in that case the
too-high velocity could have impacted the simulation.
This patch follows the examples at [1] and [2]; the latter example
also explains that the way we limit velocity in the BGE (before this
patch) is wrong.
[1] http://bulletphysics.org/mediawiki-1.5.8/index.php/Simulation_Tick_Callbacks
[2] http://www.bulletphysics.org/mediawiki-1.5.8/index.php/Code_Snippets#I_want_to_cap_the_speed_of_my_spaceship;
Reviewed by: panzergame
Differential Revision: https://developer.blender.org/D1364
Diffstat (limited to 'doc')
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