November 2019
Intermediate to advanced
404 pages
12h 9m
English
In some cases, Discrete collision detection might not work well enough on a large scale. Perhaps our entire game revolves around a lot of small physics objects, and discrete collision detection simply isn't catching enough collisions to maintain product quality. However, applying one of the continuous collision detection settings to everything would be far too prohibitive on performance. In this case, there is one option we can try: we can customize the physics timestep to give the Discrete collision detection system a better chance of catching such collisions by modifying how frequently the engine checks for fixed updates.
As mentioned previously, fixed updates and physics timestep processing are strongly ...
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