blender/source/gameengine/Converter
Benoit Bolsee 036ebc5523 BGE: GUI control over frame rate, logic rate, physics rate and physics subrate.
Four new buttons in World settings to control frame rate:
fps:  Nominal frame rate in frame per second.
      Also sets the physics timestep = 1/fps
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.
sub:  Fixed number of simulation substeps per physic timestep.
      Improves the precision of the physics simulation. Useful for
      fast moving objects for example.
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. 
      Upper bound = phys 
      (setting the value higher than phys has no effect).
      On games with heavy logic system, it is useful to set this
      value to 1, to keep logic time under control.

All these values were already accessible from Python except phys:

GameLogic.getMaxPhysicsFrame():
	Gets the maximum number of physics frame per render frame.

GameLogic.setMaxPhysicsFrame(phys):
	Sets the maximum number of physics timestep that are executed per render frame.
	Higher value allows physics to keep up with realtime even if graphics slows down the game.
	Physics timestep is fixed and equal to 1/tickrate (see setLogicTicRate)
	maxphysics/ticrate is the maximum delay of the renderer that physics can compensate.
      phys: integer
2009-05-21 18:10:19 +00:00
..
BL_ActionActuator.cpp BGE Py API 2009-05-19 07:16:40 +00:00
BL_ActionActuator.h BGE Python API 2009-04-20 23:17:52 +00:00
BL_ArmatureObject.cpp BGE C++ API 2009-04-22 14:42:00 +00:00
BL_ArmatureObject.h BGE C++ API 2009-04-22 12:16:41 +00:00
BL_BlenderDataConversion.cpp BGE: GUI control over frame rate, logic rate, physics rate and physics subrate. 2009-05-21 18:10:19 +00:00
BL_BlenderDataConversion.h Patch from GSR that a) fixes a whole bunch of GPL/BL license 2008-04-16 22:40:48 +00:00
BL_DeformableGameObject.cpp BGE #18724: Modifier cause crash in 2.49RC2. My bad, I was too quick to fix the soft body problem in revision 20119. This time I tested against modifiers, soft body, armatures and replace mesh. 2009-05-11 22:07:30 +00:00
BL_DeformableGameObject.h BGE #18724: Modifier cause crash in 2.49RC2. My bad, I was too quick to fix the soft body problem in revision 20119. This time I tested against modifiers, soft body, armatures and replace mesh. 2009-05-11 22:07:30 +00:00
BL_MeshDeformer.cpp BGE modifier: generate correct physic shape, share static derived mesh, share display list. 2009-05-14 13:47:08 +00:00
BL_MeshDeformer.h BGE modifier: generate correct physic shape, share static derived mesh, share display list. 2009-05-14 13:47:08 +00:00
BL_ModifierDeformer.cpp BGE modifier: generate correct physic shape, share static derived mesh, share display list. 2009-05-14 13:47:08 +00:00
BL_ModifierDeformer.h BGE modifier: generate correct physic shape, share static derived mesh, share display list. 2009-05-14 13:47:08 +00:00
BL_ShapeActionActuator.cpp BGE Py API 2009-05-19 07:16:40 +00:00
BL_ShapeActionActuator.h BGE Python API 2009-04-20 23:17:52 +00:00
BL_ShapeDeformer.cpp BGE modifier: generate correct physic shape, share static derived mesh, share display list. 2009-05-14 13:47:08 +00:00
BL_ShapeDeformer.h BGE modifier: generate correct physic shape, share static derived mesh, share display list. 2009-05-14 13:47:08 +00:00
BL_SkinDeformer.cpp BGE modifier: generate correct physic shape, share static derived mesh, share display list. 2009-05-14 13:47:08 +00:00
BL_SkinDeformer.h BGE bug #18762 fixed: softbody. An incompatibility between the soft body deformer and other types of deformer was causing the soft body to disappear in the game. This was the case when the soft body had an armature or simply vertex groups. 2009-05-19 06:48:36 +00:00
BL_SkinMeshObject.cpp BGE: Support mesh modifiers in the game engine. 2009-04-21 11:01:09 +00:00
BL_SkinMeshObject.h Merge of first part of changes from the apricot branch, especially 2008-09-04 20:51:28 +00:00
BlenderWorldInfo.cpp Patch from GSR that a) fixes a whole bunch of GPL/BL license 2008-04-16 22:40:48 +00:00
BlenderWorldInfo.h Patch from GSR that a) fixes a whole bunch of GPL/BL license 2008-04-16 22:40:48 +00:00
CMakeLists.txt Merge of first part of changes from the apricot branch, especially 2008-09-04 20:51:28 +00:00
KX_BlenderScalarInterpolator.cpp Fix crash in game engine IPO code, got out of sync after IPO cleanup, removed the duplicated function declarations. 2008-10-11 22:29:50 +00:00
KX_BlenderScalarInterpolator.h Patch from GSR that a) fixes a whole bunch of GPL/BL license 2008-04-16 22:40:48 +00:00
KX_BlenderSceneConverter.cpp recorded game physics ipo's also have the same problem FBX export had with eulers rotations 2009-05-19 05:07:52 +00:00
KX_BlenderSceneConverter.h Merge of first part of changes from the apricot branch, especially 2008-09-04 20:51:28 +00:00
KX_ConvertActuators.cpp BGE: user control to compound shape and setParent. 2009-05-21 13:32:15 +00:00
KX_ConvertActuators.h BGE performance, 4th round: logic 2009-05-10 20:53:58 +00:00
KX_ConvertControllers.cpp BGE: bookmark option on controller to make them run before all other controllers. 2009-05-17 21:50:31 +00:00
KX_ConvertControllers.h BGE performance, 4th round: logic 2009-05-10 20:53:58 +00:00
KX_ConvertProperties.cpp print warnings when python attributes and methods conflict with game properties. 2009-05-14 00:10:25 +00:00
KX_ConvertProperties.h Patch from GSR that a) fixes a whole bunch of GPL/BL license 2008-04-16 22:40:48 +00:00
KX_ConvertSensors.cpp BGE performance, 4th round: logic 2009-05-10 20:53:58 +00:00
KX_ConvertSensors.h BGE performance, 4th round: logic 2009-05-10 20:53:58 +00:00
KX_IpoConvert.cpp remove warnings for the BGE 2009-02-25 03:26:02 +00:00
KX_IpoConvert.h BGE patch: approve patch #17312: Multiple material IPOs per mesh in BGE. 2008-07-25 13:45:57 +00:00
Makefile converted my gen_utils.h fix to PyObjectPlus.h 2008-09-06 14:13:31 +00:00
SConscript Building the game engine with Solid/Sumo is now optional for scons using WITH_BF_SOLID. 2009-02-25 12:07:51 +00:00