Timeline for How should I handle tiny objects in a physics engine?
Current License: CC BY-SA 3.0
7 events
when toggle format | what | by | license | comment | |
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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
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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 |