﻿<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="ja">
	<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%2F2.49%2FGame_Engine%2FPhysics</id>
	<title>テンプレート:Release Notes/2.49/Game Engine/Physics - 版の履歴</title>
	<link rel="self" type="application/atom+xml" href="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%2F2.49%2FGame_Engine%2FPhysics"/>
	<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/2.49/Game_Engine/Physics&amp;action=history"/>
	<updated>2026-06-04T10:42:38Z</updated>
	<subtitle>このウィキのこのページに関する変更履歴</subtitle>
	<generator>MediaWiki 1.31.0</generator>
	<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/2.49/Game_Engine/Physics&amp;diff=87439&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/2.49/Game_Engine/Physics&amp;diff=87439&amp;oldid=prev"/>
		<updated>2018-06-28T18:41:20Z</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) 18:41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/2.49/Game_Engine/Physics&amp;diff=87438&amp;oldid=prev</id>
		<title>2009年11月20日 (金) 20:17にwiki&gt;Mindronesによる</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/2.49/Game_Engine/Physics&amp;diff=87438&amp;oldid=prev"/>
		<updated>2009-11-20T20:17:24Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;== Bullet Physics SDK update  ==&lt;br /&gt;
&lt;br /&gt;
*New generic 6dof constraint with run-time configurable limits, motors and springs to allow for physics-based vehicles, forklift, robots and ragdolls.&lt;br /&gt;
*Add support to lock individual axis during rigid body simulation, for translation and rotation. This makes it easier to do 1D or 2D physics (tetris, blockout) - &amp;lt;span style=&amp;quot;font-style: italic;&amp;quot;&amp;gt;set the physics type to rigid body and open the advanced popup.&amp;lt;/span&amp;gt;&lt;br /&gt;
*Added min/max linear velocity values which can prevent unstable physics by objects moving too fast. It can also be accessed by python to accelerate or throttle objects in their current direction.&lt;br /&gt;
*Improved dampening formula for dynamic and rigid objects, a value of 1.0 will not move the object at all. &lt;br /&gt;
*As usual, users can expect some different results with old files&lt;br /&gt;
&lt;br /&gt;
== Physics Integration&amp;lt;br&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
*GameObject &amp;quot;mass&amp;quot; attribute writeable &amp;amp;amp; the setMass actuator. &lt;br /&gt;
*Dynamically update the coumpound parent shape when parenting or unparenting to a compound object.&lt;br /&gt;
*Recording physics no longer has problems with axis flipping [[image:BGE_euler_flip_fix.jpg|thumb|250px|fix for euler flipping]]&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Release Notes/2.49/Game Engine/Physics/sensor object type}}&lt;br /&gt;
&lt;br /&gt;
===Adjustable Frame/Logic/Physics Rate===&lt;br /&gt;
BGE: GUI control over frame rate, logic rate, physics rate and physics subrate.&lt;br /&gt;
&lt;br /&gt;
Four new buttons in World settings to control frame rate:&lt;br /&gt;
* fps:  Nominal frame rate in frame per second.&amp;lt;br&amp;gt;Also sets the physics timestep = 1/fps&lt;br /&gt;
* phys: Maximum number of physics timestep per game frame in case the actual fps is less than nominal. This allows the physics to keep up with real time even if the graphics slows down the game.&lt;br /&gt;
*sub:  Fixed number of simulation substeps per physic timestep.&amp;lt;br&amp;gt;Improves the precision of the physics simulation. Useful for fast moving objects for example.&lt;br /&gt;
*log:  Maximum number of logic steps per game frame in case the actual fps is less than nominal. This allows the logic system to follow the physics simulation.&amp;lt;br&amp;gt;Upper bound = phys&amp;lt;br&amp;gt;(setting the value higher than phys has no effect).&amp;lt;br&amp;gt;On games with heavy logic system, it is useful to set this value to 1, to keep logic time under control.&lt;br /&gt;
&lt;br /&gt;
All these values were already accessible from Python except phys:&lt;br /&gt;
&lt;br /&gt;
* GameLogic.getMaxPhysicsFrame(): Gets the maximum number of physics frame per render frame.&lt;br /&gt;
&lt;br /&gt;
* GameLogic.setMaxPhysicsFrame(phys): Sets the maximum number of physics timestep that are executed per render frame.&amp;lt;br&amp;gt;Higher value allows physics to keep up with realtime even if graphics slows down the game.&amp;lt;br&amp;gt;Physics timestep is fixed and equal to 1/tickrate (see setLogicTicRate)&amp;lt;br&amp;gt;maxphysics/ticrate is the maximum delay of the renderer that physics can compensate.&amp;lt;br&amp;gt;phys: integer&lt;/div&gt;</summary>
		<author><name>wiki&gt;Mindrones</name></author>
		
	</entry>
</feed>