Doc:Manual/Game Engine/Physics
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[edit] Physics Engine
Mode: All Modes
Panel: Shading context → World sub-context → Mist/Stars/Physics
Hotkey: F8
[edit] Description
This part of the World determines the type of physical rules that govern the game engine scene, and the gravity of the situation (sorry, couldn’t resist the pun). Based on the physics engine selected, in physics simulations in the game engine, Blender will automatically move Actors in the downward (-Z) direction. After you arrange the actors and they move as you wish, you can then bake this computed motion into fixed Ipo curves (see Logic actors for more info).
[edit] Options
- Physics
- The type of physics engine to use:
- Bullet
- The default physics engine, in active development. It handles movement and collision detection. The things that collide transfer momentum to the collided object.
- Sumo (deprecated)
- An older physics engine, used in past versions of Blender’s game engine. Use this for compatibility with (very) old files.
- None
- No physics in use. Things are not affected by gravity and can fly about in a virtual space. Objects in motion stay in that motion.
- Gravity
- The gravitational acceleration, in units of meters per squared second (
m.s-2), of this world. Each object that is an actor has a mass and size slider (see dynamics materials section). In conjunction with the frame rate (see Render section), Blender uses this info to calculate how fast the object should accelerate downward.
Redirects to fix
- Doc:Manual/Game Engine/Logic/Actors → Doc:Manual/Game Engine/Logic/Object type
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