Enabled up to three internal substeps for the physics, which means
that we could work with framerates as low as 20 FPS without getting noticeable changes in the physics. git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/trunk/supertuxkart@1510 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -91,7 +91,10 @@ void Physics::update(float dt)
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// are stored in a vector, but only one entry per collision pair
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// are stored in a vector, but only one entry per collision pair
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// of objects.
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// of objects.
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m_all_collisions.clear();
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m_all_collisions.clear();
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m_dynamics_world->stepSimulation(dt);
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// Maximum of three substeps. This will work for framerate down to
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// 20 FPS (bullet default frequency is 60 HZ).
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m_dynamics_world->stepSimulation(dt, 3);
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// Now handle the actual collision. Note: rockets can not be removed
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// Now handle the actual collision. Note: rockets can not be removed
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// inside of this loop, since the same rocket might hit more than one
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// inside of this loop, since the same rocket might hit more than one
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@ -216,7 +219,7 @@ btScalar Physics::solveGroup(btCollisionObject** bodies, int numBodies,
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#if defined(WIN32) && !defined(__CYGWIN__)
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#if defined(WIN32) && !defined(__CYGWIN__)
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0 // avoid VS compiler warning while the above statement is commented out
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0 // avoid VS compiler warning while the above statement is commented out
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#endif
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#endif
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;
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;
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}
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}
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// 2) object a is a kart
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// 2) object a is a kart
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// =====================
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// =====================
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