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	<id>https://wiki.blender.jp/index.php?action=history&amp;feed=atom&amp;title=%E3%83%86%E3%83%B3%E3%83%97%E3%83%AC%E3%83%BC%E3%83%88%3ARelease_Notes%2F2.40%2FGame_Engine%2FBullet</id>
	<title>テンプレート:Release Notes/2.40/Game Engine/Bullet - 版の履歴</title>
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	<updated>2026-07-27T02:37:48Z</updated>
	<subtitle>このウィキのこのページに関する変更履歴</subtitle>
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	<entry>
		<id>https://wiki.blender.jp/index.php?title=%E3%83%86%E3%83%B3%E3%83%97%E3%83%AC%E3%83%BC%E3%83%88:Release_Notes/2.40/Game_Engine/Bullet&amp;diff=42608&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=%E3%83%86%E3%83%B3%E3%83%97%E3%83%AC%E3%83%BC%E3%83%88:Release_Notes/2.40/Game_Engine/Bullet&amp;diff=42608&amp;oldid=prev"/>
		<updated>2018-06-28T17:45:38Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 17:45時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.blender.jp/index.php?title=%E3%83%86%E3%83%B3%E3%83%97%E3%83%AC%E3%83%BC%E3%83%88:Release_Notes/2.40/Game_Engine/Bullet&amp;diff=42607&amp;oldid=prev</id>
		<title>wiki&gt;Mindrones: moved Template:Release Notes/2.40/GameEngine/Bullet to Template:Release Notes/2.40/Game Engine/Bullet</title>
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		<updated>2010-04-13T13:33:52Z</updated>

		<summary type="html">&lt;p&gt;moved &lt;a href=&quot;/%E3%83%86%E3%83%B3%E3%83%97%E3%83%AC%E3%83%BC%E3%83%88:Release_Notes/2.40/GameEngine/Bullet&quot; class=&quot;mw-redirect&quot; title=&quot;テンプレート:Release Notes/2.40/GameEngine/Bullet&quot;&gt;Template:Release Notes/2.40/GameEngine/Bullet&lt;/a&gt; to &lt;a href=&quot;/%E3%83%86%E3%83%B3%E3%83%97%E3%83%AC%E3%83%BC%E3%83%88:Release_Notes/2.40/Game_Engine/Bullet&quot; title=&quot;テンプレート:Release Notes/2.40/Game Engine/Bullet&quot;&gt;Template:Release Notes/2.40/Game Engine/Bullet&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;section begin=2.40-Blender Game Engine-Bullet Physics /&amp;gt;&lt;br /&gt;
==Bullet==&lt;br /&gt;
&lt;br /&gt;
  Log:&lt;br /&gt;
  Added type for Bullet collision detection and physics engine.&lt;br /&gt;
  This will improve collision detection and physics for the game engine (Ketsji).&lt;br /&gt;
  Bullet can optionally use the ODE quickstep solver.&lt;br /&gt;
&lt;br /&gt;
 added raycast support for bullet (no triangle-mesh support, soon)&lt;br /&gt;
  added python methods for 'getHitObject', getRayDirection, getHitPosition and getHitNormal&lt;br /&gt;
  for mouse over sensor, which makes it easy for a shootout.blend demo :)&lt;br /&gt;
&lt;br /&gt;
  fixed sphere shape, added non-uniform scaling (making it an ellipsoid)&lt;br /&gt;
  removed bug-fixing comments&lt;br /&gt;
&lt;br /&gt;
  -better naming for collision bounds:&lt;br /&gt;
  polytope -&amp;gt; convex polytope&lt;br /&gt;
  polyheder -&amp;gt; concave mesh&lt;br /&gt;
  &lt;br /&gt;
  -better naming:&lt;br /&gt;
  frequency -&amp;gt; the pulse delay&lt;br /&gt;
&lt;br /&gt;
  added more debug text, enabled the bullet penalty solver, instead of ode solver by default,&lt;br /&gt;
 added a better demo.&lt;br /&gt;
&lt;br /&gt;
  Log:&lt;br /&gt;
  new game-menu option 'Record Game Physics to Ipo'&lt;br /&gt;
  it bakes physics objects transform into ipo, every frame of the running gameengine.&lt;br /&gt;
  When you disable and run the game again, it clears the ipo's again&lt;br /&gt;
  just for physics objects at the moment.&lt;br /&gt;
&lt;br /&gt;
  added the &amp;quot;mouse over any&amp;quot;, makes the sensor more useful&lt;br /&gt;
&lt;br /&gt;
  when recording physics keyframes, always run at a fixed framerate (not variable/real-time)&lt;br /&gt;
&amp;lt;section end=2.40-Blender Game Engine-Bullet Physics /&amp;gt;&lt;/div&gt;</summary>
		<author><name>wiki&gt;Mindrones</name></author>
		
	</entry>
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