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rigid: main finding is rigid needs to take delta into account for integration (aka interpolation) also used POINT_EPSILON for thresholds for consistency for rigidshape/item/player, main finding was length calcs for the search area were all over the place, so we now derive the extended length of the cached area based on the velocity and the object's radius itself rather than guessin per class atrest gravity calc suplimental syncing between rigidshape and vehicle **remindernote POINT_EPSILO is 0.0001 |
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| CMakeLists.txt | ||
| CODE_OF_CONDUCT.md | ||
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Torque3D
MIT Licensed Open Source version of Torque3D from GarageGames
Build Status:
More Information
Extras: Torque3D Resources | Awesome Torque3D
Pre-compiled Version
In addition to GitHub we also have a couple of pre-packaged files for you to download if you would prefer to not compile the code yourself. They are available from the Torque3D Binaries repo.
Legacy Links
- Legacy Repository
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- Offline documentation repository