Físicas do ambiente

../../_images/game-engine_physics_world_panel.png

BGE World Physics panel.

O painel Físicas

The Game Physics located in the World panel determine the type of physical rules that govern the Game Engine scene, and the gravity value to be used. Based on the physics engine selected, in physics simulations in the Game Engine, Blender will automatically move Actors in the downward (-Z) direction. After you arrange the actors and they move as you wish, you can then bake this computed motion into keyframes (see Digging Deeper for more info).

Motor de físicas

Set the type of physics engine to use.

Bullet
The default physics engine, in active development. It handles movement and collision detection. The things that collide transfer momentum to the collided object.
Nenhum
No physics in use. Things are not affected by gravity and can fly about in a virtual space. Objects in motion stay in that motion.
Gravidade
The gravitational acceleration, m.s-2 (in units of meters per squared second), of this world. Each object that is an actor has a mass and size slider. In conjunction with the frame rate (see Render section), Blender uses this info to calculate how fast the object should accelerate downward.
Culling Resolution
The size of the occlusion culling buffer in pixel, use higher value for better precision (slower). The optimized Bullet DBVT for view frustum and occlusion culling is activated internally by default.
Passos de física
Máximo
Sets the maximum number of physics steps per game frame if graphics slow down the game. higher value allows physics to keep up with real-time.
Sub-passos
Sets the number of simulation sub-steps per physics time step. Higher value give better physics precision.
Quadros por segundo
Set the nominal number of game frames per second. Physics fixed timestep = 1/fps, independently of actual frame rate.
Passos de lógica
Sets the maximum number of logic frame per game frame if graphics slows down the game, higher value allows better synchronization with physics.
Desativação de físicas

These settings control the threshold at which physics is deactivated. These settings help reducing the processing spent on Physics simulation during the game.

Ajuste linear
The speed limit under which a rigid body will go to sleep (stop moving) if it stays below the limits for a time equal or longer than the deactivation time (sleeping is disabled when deactivation time is set to 0).
Ajuste angular
Same as linear threshold, but for rotation limit (in rad/s)
Tempo
The amount of time in which the object must have motion below the thresholds for physics to be disabled (0.0 disables physics deactivation).

Simulação de obstáculo

Simulation used for obstacle avoidance in the Game Engine, based on the RVO (Reciprocal Velocity Obstacles) principle. The aim is to prevent one or more actors colliding with obstacles.

See Pathfinding and steering behaviors for more details.

Tipo
Nenhum
Obstacle simulation is disabled, actors are not able to avoid obstacles.
Obstáculos de velocidade recíproca (células)
Obstacle simulation is based on the RVO method with cell sampling.
Obstáculos de velocidade recíproca (raios)
Obstacle simulation is based on the RVO method with ray sampling.
Altura do nível
Max difference in heights of obstacles to enable their interaction. Used to define minimum margin between obstacles by height, when they are treated as those which are situated one above the other i.e. they does not influence to each other.
Visualização
Habilita a visualização de depuração para a simulação de obstáculos.