combat friction drift in positionCorrect by changing velocity and change it back (effectively only changing position)
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@@ -77,8 +77,8 @@ public:
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void stepSimulation(float deltaTime)
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{
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//use a smaller internal timestep, there are stability issues
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float internalTimeStep = 1. / 240.f;
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m_dynamicsWorld->stepSimulation(deltaTime, 4, internalTimeStep);
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float internalTimeStep = 1. / 480.f;
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m_dynamicsWorld->stepSimulation(deltaTime, 8, internalTimeStep);
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}
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void createStaticBox(const btVector3& halfEdge, const btVector3& translation)
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