btRigidBody accelerating slower than it should
Posted: Wed Dec 28, 2016 3:57 pm
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:
If I drop the object from standstill and check its speed (magnitude of getLinearVelocity) after 1 second, the result is exactly 10 every time.
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?
There is no air resistance or wind, and no forces affecting the body, except for my custom gravity, which is applied every game tick:
Code: Select all
const btVector3 gravity(0.0,-15.0,0.0);
rigidBody->applyCentralForce(gravity *tDelta); // tDelta = Time between last tick and current tick
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?