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Commit Graph

4 Commits

Author SHA1 Message Date
7a47e52ac6 Rework PhysX collision flutter bug workaround
To better handle erroneous trigger events under the new timing method, use the number
of times the simulation has actually advanced instead of the number of evals received.

Cleaned up a bit.
2012-11-12 03:28:53 +11:00
e92dc59db2 Updated plPXPhysicalControllerCore to match 69377bc74f2e
While based heavily on the old implementation, this is essentially a rewrite.

Notable changes -
Controllers are now updated at the same fixed frequency as the simulation.
Resulting output is interpolated between steps to precisely match the frame delta.
Physics work is only done when enough time has passed to perform a step.

The kinematic actor that followed around the controller has been removed.
The underlying kinematic actor created by the NxController is now used for triggering.
A new sim group was added for a kinematically controlled avatar.

2 unused files removed -
plPXPhysicalController.h & plPXPhysicalController.cpp
2012-06-16 21:48:32 +10:00
16a6b8a28e Open source re-licensing 2011-10-20 15:20:01 -07:00
a20a222fc2 Initial Commit of CyanWorlds.com Engine Open Source Client/Plugin 2011-03-12 12:34:52 -05:00