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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 |
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| .. | ||
| BlenderRoutines | ||
| Converter | ||
| Expressions | ||
| GameLogic | ||
| GamePlayer | ||
| Ketsji | ||
| Network | ||
| Physics | ||
| Rasterizer | ||
| SceneGraph | ||
| VideoTexture | ||
| CMakeLists.txt | ||
| SConscript | ||