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Jul 23, 2012 at 12:48 vote accept Mikael Högström
Jul 23, 2012 at 12:48 comment added Mikael Högström Changing gravity constant makes the dice generally move faster, giving the impression that everything is in a smaller scale. This makes the behaviour more jittery though even with microcollisions to handle between-frame acceleration. I guess I'll just have to tweak it :)
Jul 20, 2012 at 9:05 comment added Mikael Högström I can't change rate or accuracy but I'll try changing gravity.
Jul 20, 2012 at 0:31 history edited torbjoernwh CC BY-SA 3.0
added 270 characters in body
Jul 19, 2012 at 17:29 comment added GameDev-er Games often use double gravity? Says who?
Jul 19, 2012 at 17:00 comment added jcora The second point wont do anything but make the simulation smoother, or maybe even break it if the simulation is ran too fast (I'm not sure if this is a realistic problem, but if the world steps before a millisecond has passed, the time difference would always be 0, and nothing would work). He might not want to waste memory on higher precision floats, either.
Jul 19, 2012 at 15:58 history answered torbjoernwh CC BY-SA 3.0