「テンプレート:Release Notes/2.40/Game Engine/Bullet」の版間の差分

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2018年6月29日 (金) 02:45時点における最新版

<section begin=2.40-Blender Game Engine-Bullet Physics />

Bullet

 Log:
 Added type for Bullet collision detection and physics engine.
 This will improve collision detection and physics for the game engine (Ketsji).
 Bullet can optionally use the ODE quickstep solver.
added raycast support for bullet (no triangle-mesh support, soon)
 added python methods for 'getHitObject', getRayDirection, getHitPosition and getHitNormal
 for mouse over sensor, which makes it easy for a shootout.blend demo :)
 fixed sphere shape, added non-uniform scaling (making it an ellipsoid)
 removed bug-fixing comments
 -better naming for collision bounds:
 polytope -> convex polytope
 polyheder -> concave mesh
 
 -better naming:
 frequency -> the pulse delay
 added more debug text, enabled the bullet penalty solver, instead of ode solver by default,
added a better demo.
 Log:
 new game-menu option 'Record Game Physics to Ipo'
 it bakes physics objects transform into ipo, every frame of the running gameengine.
 When you disable and run the game again, it clears the ipo's again
 just for physics objects at the moment.
 added the "mouse over any", makes the sensor more useful
 when recording physics keyframes, always run at a fixed framerate (not variable/real-time)

<section end=2.40-Blender Game Engine-Bullet Physics />