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World Properties, Physics Subpanel

The settings for overall Game Engine physics are located in the World Properties under the Physics Subpanel.

Each object will have its own properties, and the details about those can be found on the main Physics page.


Options

Physics Engine
Set the type of physics engine to use. Before Bullet became the dominant engine, there was another alternative. Now all you can do is leave it on or turn it off by setting the engine to None.
Gravity
The gravitational acceleration, in units of Blender Units per squared second (BU/s-2), of this world. Range: 0-10000.
Physics Steps
Max
Sets the maximum number of physics steps per game frame if graphics slow down the game, higher value allows physics to keep up with realtime. Range: 1-5.
Substeps
Sets the number of simulation substeps per physics timestep. Higher value give better physics precision, perhaps at a cost of framerate. You can see an example at the Soft Body page. If you are concerned about the setting's impact on performance, you can turn on the profile information. Range: 1-5.
FPS
Set the nominal number of game frames per second. Physics fixed timestep = 1/fps, independently of actual frame rate. If you set this very low you can see that the physics calculations are done correctly, and that it is only the display updates that are affected. Range: 1-250.
Logic Steps Max
Sets the maximum number of logic frame per game frame if graphics slows down the game, higher value allows better synchronization with physics. Range: 1-
Occlusion Culling
Use optimized Bullet Dynamic Volume Bounding Tree for View Frustum (only render what the camera sees) and Occluder culling.
Resolution
The size of the occlusion buffer in pixels, use higher value for better precision (slower). Range: 128-1024.



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For the current 2.7x manual see http://www.blender.org/manual/


User Manual

World and Ambient Effects

World

Introduction
World Background

Ambient Effects

Mist
Stars (2.69)


Game Engine

Introduction

Introduction to the Game Engine
Game Logic Screen Layout

Logic

Logic Properties and States
The Logic Editor

Sensors

Introduction to Sensors
Sensor Editing
Common Options
-Actuator Sensor
-Always Sensor
-Collision Sensor
-Delay Sensor
-Joystick Sensor
-Keyboard Sensor
-Message Sensor
-Mouse Sensor
-Near Sensor
-Property Sensor
-Radar Sensor
-Random Sensor
-Ray Sensor
-Touch Sensor

Controllers

Introduction
Controller Editing
-AND Controller
-OR Controller
-NAND Controller
-NOR Controller
-XOR Controller
-XNOR Controller
-Expression Controller
-Python Controller

Actuators

Introduction
Actuator Editing
Common Options
-2D Filters Actuator
-Action Actuator
-Camera Actuator
-Constraint Actuator
-Edit Object Actuator
-Game Actuator
-Message Actuator
-Motion Actuator
-Parent Actuator
-Property Actuator
-Random Actuator
-Scene Actuator
-Sound Actuator
-State Actuator
-Steering Actuator
-Visibility Actuator

Game Properties

Introduction
Property Editing

Game States

Introduction

Camera

Introduction
Camera Editing
Stereo Camera
Dome Camera

World

Introduction

Physics

Introduction
Material Physics
No Collision Object
Static Object
Dynamic Object
Rigid Body Object
Soft Body Object
Vehicle Controller
Sensor Object
Occluder Object

Path Finding

Navigation Mesh Modifier

Game Performance

Introduction
System
Display
Framerate and Profile
Level of Detail

Python API

Introduction
Bullet physics
VideoTexture

Deploying

Standalone Player
Licensing of Blender Game

Android Support

Android Game development