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authorSybren A. Stüvel <sybren@stuvel.eu>2015-06-18 15:43:30 +0300
committerSybren A. Stüvel <sybren@stuvel.eu>2015-06-28 13:54:53 +0300
commitc5c2883ce039a35945282b770ad77f461cdf05ad (patch)
treed0a363da2847f3aecaf4e49d15484aa269c20d73 /source/blender
parent32319dd106970663d1b78bb25048b3ceccffc01a (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 'source/blender')
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