Torque3D/Engine
AzaezelX 3c7d2b1b6a physics notes
based on https://github.com/TorqueGameEngines/Torque3D/pull/1165 and after further talks with @AtomicWalrus:
use the massbox or bounds box based  mRigid.setObjectInertia method
to reduce recirulating, combine resolvecollision and resolvecontacts
clamp seperation force for contact resolution
gravity normalized to earth standard (9.8,not 20)
take delta-time into account *once* for kinetic energy vs gravity rest checks
and for debug purposes, expose mRigid.atRest to the inspector to see if it's truly at reast or grinding calcs to minimal effect
2023-12-28 21:04:16 -06:00
..
bin Old project generator is dead 2019-11-26 22:02:12 +10:00
lib Merge remote-tracking branch 'upstream/development' into AppleToolchainTest 2023-10-20 22:34:34 +01:00
modules/Verve (Mostly) updated verve implementation. 2019-03-07 16:23:41 -06:00
source physics notes 2023-12-28 21:04:16 -06:00
CMakeLists.txt * Adjustment: Initial CMake reworking. 2022-05-13 23:42:41 -04:00