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e245d91)
still close enough and no as much of a waste
well, it's still much of a waste, but at least now it's a little less
next.pos.block += delta.position * dt;
next.velocity += delta.velocity * dt;
limit(next.velocity, max_vel);
next.pos.block += delta.position * dt;
next.velocity += delta.velocity * dt;
limit(next.velocity, max_vel);
- world.ResolveWorldCollision(*this, next);
next.AdjustPosition();
EntityDerivative out;
next.AdjustPosition();
EntityDerivative out;