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This commit imports the C# engine code and game files, excluding C++ source code. [Source-Commit: ceb3d758046e50faa6258bc3b658a30c97743268]
33 lines
1.4 KiB
C#
33 lines
1.4 KiB
C#
namespace Sandbox.Physics;
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[Expose]
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public class PhysicsSettings : ConfigData
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{
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/// <summary>
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/// If false, then instead of operating physics, and UpdateFixed in a fixed update frequency
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/// they will be called the same as Update - every frame, with a variable time delta.
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/// </summary>
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public bool UseFixedUpdate { get; set; } = true;
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/// <summary>
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/// If you're seeing objects go through other objects or you have a low tickrate, you might want to increase the number of physics substeps.
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/// This breaks physics steps down into this many substeps. The default is 1 and works pretty good.
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/// Be aware that the number of physics ticks per second is going to be tickrate * substeps.
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/// So if you're ticking at 90 and you have SubSteps set to 1000 then you're going to do 90,000 steps per second. So be careful here.
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/// </summary>
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public int SubSteps { get; set; } = 1;
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/// <summary>
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/// How many times a second FixedUpdate runs
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/// </summary>
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public float FixedUpdateFrequency { get; set; } = 50.0f;
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/// <summary>
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/// If the frame took longer than a FixedUpdate step, we need to run multiple
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/// steps for that frame, to catch up. How many are allowed? Too few, and the
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/// simluation will run slower than the game. If you allow an unlimited amount
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/// then the frame time could snowball to infinity and never catch up.
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/// </summary>
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public int MaxFixedUpdates { get; set; } = 2;
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}
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