I have a btRigidBody
with a mass of 1.0
and a linear damping of 0.0
. Bullet's default gravity is disabled, and physics are simulated 60 times per second.
There is no air resistance or wind, and no forces affecting the body, except for my custom gravity, which is applied every game tick:
const btVector3 gravity(0.0,-15.0,0.0);
rigidBody->applyCentralForce(gravity *tDelta); // tDelta = Time between last tick and current tick
If I drop the object from standstill and check its speed (magnitude of getLinearVelocity) after 1 second, the result is exactly 10
Where could this discrepancy come from? Why is it slower than expected?
My physics knowledge isn't the best, so maybe I'm missing something? Are there any other forces involved that could affect the outcome?