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		<lastBuildDate>Fri, 20 Nov 2009 21:54:47 GMT</lastBuildDate>
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			<title>Doc:CA/Manual/Introduction/Installing Blender</title>
			<link>http://wiki.blender.org/index.php?title=Doc:CA/Manual/Introduction/Installing_Blender&amp;diff=88162&amp;oldid=prev</link>
			<description>&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Baixant-vos i instal·lant la distribució binària:&amp;#32;&lt;/span&gt; &lt;/p&gt;

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		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 21:53, 20 November 2009&lt;/td&gt;
		&lt;/tr&gt;
		&lt;tr&gt;&lt;td colspan='4' align='center' class='diff-multi'&gt;(One intermediate revision not shown)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 19:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 19:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Els sistemes operatius Linux disposen de binaris per a dues arquitectures de maquinari x86 diferents (processadors Intel i AMD) i per a PowerPC, i la possibilitat d'escollir entre biblioteques enllaçades estàticament o biblioteques carregades dinàmicament.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Els sistemes operatius Linux disposen de binaris per a dues arquitectures de maquinari x86 diferents (processadors Intel i AMD) i per a PowerPC, i la possibilitat d'escollir entre biblioteques enllaçades estàticament o biblioteques carregades dinàmicament.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;!--&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;The difference between the dynamic and the static binaries is important. The static binarie has the OpenGL libraries compiled in. This makes Blender run on your system without using hardware accelerated graphics. Use the static version if the dynamic version fails! OpenGL is used in Blender for all drawing, including menus and buttons. For this, you will need OpenGL installed on your system. This dependency makes a proper and compliant OpenGL installation at your system a requirement.&amp;nbsp; Generally speaking integrated graphics chips and older low end graphics cards will perform poorly or not at all with Blender due to their poor support for OpenGL.&amp;nbsp; (It is ofter possible to work around the poor OpenGL support of such cards by using software based OpenGL solutions such as by turning down or off hardware accelleration on Windows, or using software MESA OpenGL on Linux).&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;La diferència entre biblioteques estàtiques i dinàmiques és important. El binari estàtic conté les biblioteques OpenGL compilades. Això permet que pugueu fer córrer el Blender al vostre sistema sense usar gràfics accelerats per maquinari. Useu la versió estàtica si la versió dinàmica falla! L'OpenGL s'usa al Blender per a totes les funcions de dibuix, incloent-hi els menús i els botons. Per això necessitareu que l'OpenGL estigui instal·lat al vostre sistema. Aquesta dependència fa que sigui un requeriment una instal·lació apropiada i compatible amb l'OpenGL.&amp;nbsp; En general els xips gràfics integrats i les targes gràfiques antigues de gama baixa funcionaran de manera pobre o no funcionaran amb el Blender degut al seu pobre suport per a l'OpenGL.&amp;nbsp; (Sovint és possible esquivar el pobre suport OpenGL d'aquestes targes usant solucions OpenGL basades en programari, com desconnectar l'acceleració de maquinari en Windows, o usar el programari MESA OpenGL en Linux).&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;!--&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Rendering is done by the Blender rendering engine in core memory and by the main CPU of your machine, so a unsupported graphics card will not have an impact if you use the machine only for rendering (as would be the case for a rendering farm).&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Rendering is done by the Blender rendering engine in core memory and by the main CPU of your machine, so a unsupported graphics card will not have an impact if you use the machine only for rendering (as would be the case for a rendering farm).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;!-- diff generator: internal 2009-11-20 21:54:47 --&gt;
&lt;/table&gt;</description>
			<pubDate>Fri, 20 Nov 2009 21:53:39 GMT</pubDate>			<dc:creator>85.58.85.21</dc:creator>			<comments>http://wiki.blender.org/index.php/Doc_talk:CA/Manual/Introduction/Installing_Blender</comments>		</item>
		<item>
			<title>Doc:Manual/Game Engine/Logic/Object type</title>
			<link>http://wiki.blender.org/index.php?title=Doc:Manual/Game_Engine/Logic/Object_type&amp;diff=88160&amp;oldid=prev</link>
			<description>&lt;p&gt;&lt;/p&gt;

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		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 21:46, 20 November 2009&lt;/td&gt;
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		&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;{{Page/Header|&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;?&lt;/del&gt;|Doc:Manual/Game Engine/Logic|Doc:Manual/Game Engine/Logic/&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Properties&lt;/del&gt;}}&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;{{Page/Header|&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;2.49&lt;/ins&gt;|Doc:Manual/Game Engine/Logic|Doc:Manual/Game Engine/Logic/&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Object type/Occluder&lt;/ins&gt;}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;{{Note|1&lt;/del&gt;=&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Warning|2&lt;/del&gt;=&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;This description is a bit outdated, especially because the GUI has changed in the last releases… But the general meaning of the controls remains the same, so it’s still useful!}}&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;= &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Object types &lt;/ins&gt;=&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;[[Image:GM_Actors_Menu&lt;/del&gt;.&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;png&lt;/del&gt;|&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;frame|right|The Actors controls&lt;/del&gt;.&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;]]&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;You can have several object types&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The {{Literal&lt;/ins&gt;|&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Object type}} menu is where you define all properties associated with active objects. Active objects are evaluated by the physics engine and treated as more than simple world objects&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The Actors Menu is where you define all properties associated with active objects. Active objects are evaluated by the physics engine and treated as more than simple world objects. We will look at each button individually and what it means.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;You can choose these object types:&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;{{clr}}&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;* [[Doc:Manual/Game Engine/Logic/Object type/Occluder|Occluder]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;* [[Doc:Manual/Game Engine/Logic/Object type/No collision|No collision]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;* [[Doc:Manual/Game Engine/Logic/Object type/Sensor|Sensor]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;* [[Doc:Manual/Game Engine/Logic/Object type/Static|Static]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;* [[Doc:Manual/Game Engine/Logic/Object type/Dynamic|Dynamic]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;* [[Doc:Manual/Game Engine/Logic/Object type/Rigid body|Rigid body]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;* [[Doc:Manual/Game Engine/Logic/Object type/Soft body|Soft body]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;==Actor==&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;{{Page/Footer|Doc:Manual/Game Engine/Logic|Doc:Manual/Game Engine/Logic/&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Object type/Occluder&lt;/ins&gt;}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;By default this button occurs switched off and alone ([[Image:GM_Actors_Undepressed_Button.png]]). Once pressed it gives you the option of {{Literal|Ghost}} or {{Literal|Dynamic}} ([[Image:GM_Actors_Active_Button.png]]). This causes the physics engine to evaluate your object, causing your object to be seen as more than part of the world (a simple wall or floor). This object can now be seen by other active objects.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;At this point your object is not affected by normal physics (e.g. gravity) but is seen as more than just a background object. This is useful for interaction between objects that need not have physics properties, such as gravity, e.g. a button on a wall.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;{{clr}}&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;==Ghost==&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;{{Literal|Ghost}} gives the object the ability to pass through other objects. This helps save processing time while calculating objects’ physics (e.g. bouncing, friction, etc.). A collision with another object is still detected and reported to your game logic.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;{{clr}}&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;==Dynamic==&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Once activated, this gives your object real physics properties. Your object will now be pulled by gravity, bounce off other objects, have mass and be slowed by friction. You will also now see a much large list of buttons on the menu, each of which aids you in setting up different physics properties for your game.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;{{clr}}&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;==Rigid Body==&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;This enables rolling physics, giving objects a life-like feel. If a ball drops on a level surface naturally, it would seem strange if it just came to a halt. With rolling physics enabled your ball even dropping on a perfectly level surface and will roll as a natural object would.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;{{clr}}&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;==No Sleeping==&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;By default if and object that is affected by rolling physics comes to a rest, Rolling Physics is disabled. The physic engine assumes that it no longer needs to calculate the object’s motion. In some case this is true and will save you processing power, in other case such as in a soccer game, the physics needs to be maintained until someone kicks the ball placing it back in motion.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;{{clr}}&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;==Do Fh==&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;This causes your object to interact with [[Doc:Manual/Game Engine/Dynamic Materials|Dynamic Materials]]. This is currently not supported by the default bullet physics and is not fully supported in the Sumo engine in the current edition of Blender. It is fully supported by version 2.24 of Blender.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;{{clr}}&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;==Rot Fh==&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;This option causes the Z axis to be pointed away from a [[Doc:Manual/Game Engine/Dynamic Materials|Dynamic Materials]]. This is activated by {{Literal|Do Fh}}.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;{{clr}}&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;==Mass==&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;{{Literal|Mass}} affects the amount of force that is required to move an object. The greater the mass the greater the force that need to be applied to the object in order to move the object. Mass will not cause objects to fall faster or slower. To slow an object down use [[#Damp|dampening]], if you wish to accelerate the falling rate increase [[Attic:Incomplete/Game Engine/World Settings|gravity]] (normal gravity is 9.81).&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;{{clr}}&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;==Size==&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;This determines the size of the bounding area. This can be change to a large or smaller size to give your object the look and feel you desire. The shape of the bounding area is determined by the {{Literal|Bounds}} button, by default it is a {{Literal|Box}}.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;When changing the bounding size you can see the effect on the screen, in the shape of a circle. At this point in time all bounding shapes are reflected as a circle in the 3D window, even though they react differently during the game play.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;{{clr}}&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;==Form==&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The {{Literal|Form}} factor gives you a degree of control over rigid body objects. The higher the {{Literal|Form}} factor, the less likely an object is to roll, especially rolling on a flat surface.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;{{clr}}&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;==Damp==&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Dampening affects the freedom of an object to move. In space there should be almost no dampening, while in water the dampening should be set quite high.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;{{clr}}&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;==RotDamp==&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Rotational Dampening is the same as dampening but only affects the object’s rotation. A high Rotational Dampening will not affect the rest of the object’s momentum.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;{{clr}}&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;==Anisotropic==&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;This controls the direction of friction in the X, Y or Z direction. Anisotropic is relative to the amount of friction in a particular direction. For example, take the wheel of a skate board, the forward direction should rotate easily, yet a sideward motion should be difficult and decreased by a higher level of friction.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;{{clr}}&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;==Bounds==&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;[[Image:GM_Actors_Bounding_Menu.png|right]]&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The Blender Game Engine has a number of ways of dealing with the shapes of objects. The reason that the game engine avoids highly accurate, per face object collisions, is due to the high level of processing power that it would demand. It is often faster, during game play, to uses a simpler system such as a box or a sphere for an object that’s shape is very similar.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;[[Image:GM_Actors_Object_Centre.png|right]]&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The bounds are calculated from the object’s centre, which is designated by the pink dot normally at the centre of your object. It is not uncommon or useful to move this centre to a more convenient location. This can be done in the {{Literal|Editing}} context ({{Shortcut|f9}}) and choosing one of the 3 options that focus around Centre movement (see [[Doc:Reference/Panels/Editing/Mesh|Mesh]] for more info).&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;{{Literal|Convex Hull}} and static {{Literal|Triangle Mesh}} are designed for uses with World objects floors, walls, trees, etc.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Blender has no generic way of interacting with hollow objects. An example, which would be difficult to create, would be a cup to shake dice in.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;{{clr}}&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;{{Page/Footer|Doc:Manual/Game Engine/Logic|Doc:Manual/Game Engine/Logic/&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Properties&lt;/del&gt;}}&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;[[Category:Game engine]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;[[Category:Game engine]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;!-- diff generator: internal 2009-11-20 21:54:47 --&gt;
&lt;/table&gt;</description>
			<pubDate>Fri, 20 Nov 2009 21:46:42 GMT</pubDate>			<dc:creator>Mindrones</dc:creator>			<comments>http://wiki.blender.org/index.php/Doc_talk:Manual/Game_Engine/Logic/Object_type</comments>		</item>
		<item>
			<title>Doc:Manual/Game Engine/Logic/Object type/Soft body</title>
			<link>http://wiki.blender.org/index.php?title=Doc:Manual/Game_Engine/Logic/Object_type/Soft_body&amp;diff=88159&amp;oldid=prev</link>
			<description>&lt;p&gt;Created page with &amp;#39;{{Page/Header|2.49|Doc:Manual/Game Engine/Logic/Object type/Rigid body|Doc:Manual/Game Engine/Logic/Properties}}  = Soft body object type =  [[File:GameEngine_ObjectType_SoftBody…&amp;#39;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Page/Header|2.49|Doc:Manual/Game Engine/Logic/Object type/Rigid body|Doc:Manual/Game Engine/Logic/Properties}}&lt;br /&gt;
&lt;br /&gt;
= Soft body object type =&lt;br /&gt;
&lt;br /&gt;
[[File:GameEngine_ObjectType_SoftBody.png|right|thumb|300px|Soft body]]&lt;br /&gt;
&lt;br /&gt;
Physical object, deforms on collision.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
{{Doc:Manual/Game Engine/Logic/Object type/actor}}&lt;br /&gt;
{{Doc:Manual/Game Engine/Logic/Object type/ghost}}&lt;br /&gt;
{{Doc:Manual/Game Engine/Logic/Object type/invisibile}}&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
&lt;br /&gt;
Collision advanced settings.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Doc:Manual/Game_Engine/Logic/Object_type/mass}}&lt;br /&gt;
&lt;br /&gt;
== Shape match ==&lt;br /&gt;
&lt;br /&gt;
Enables softbody shape matching goal &lt;br /&gt;
&lt;br /&gt;
== Bending Const ==&lt;br /&gt;
&lt;br /&gt;
Enables bending contraints&lt;br /&gt;
&lt;br /&gt;
== LinStiff ==&lt;br /&gt;
&lt;br /&gt;
Linear stiffness of the softbody links&lt;br /&gt;
&lt;br /&gt;
== Friction ==&lt;br /&gt;
&lt;br /&gt;
Dynamic friction&lt;br /&gt;
&lt;br /&gt;
== kMT ==&lt;br /&gt;
&lt;br /&gt;
Shape matching threshold&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Doc:Manual/Game_Engine/Logic/Object_type/bounds}}&lt;br /&gt;
&lt;br /&gt;
{{Page/Footer|Doc:Manual/Game Engine/Logic/Object type/Rigid body|Doc:Manual/Game Engine/Logic/Properties}}&lt;/div&gt;</description>
			<pubDate>Fri, 20 Nov 2009 21:45:45 GMT</pubDate>			<dc:creator>Mindrones</dc:creator>			<comments>http://wiki.blender.org/index.php/Doc_talk:Manual/Game_Engine/Logic/Object_type/Soft_body</comments>		</item>
		<item>
			<title>Doc:Manual/Game Engine/Logic/Object type/Rigid body</title>
			<link>http://wiki.blender.org/index.php?title=Doc:Manual/Game_Engine/Logic/Object_type/Rigid_body&amp;diff=88158&amp;oldid=prev</link>
			<description>&lt;p&gt;Created page with &amp;#39;{{Page/Header|2.49|Doc:Manual/Game Engine/Logic/Object type/Dynamic|Doc:Manual/Game Engine/Logic/Object type/Soft body}}  = Rigid body object type =  [[File:GameEngine_ObjectType…&amp;#39;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Page/Header|2.49|Doc:Manual/Game Engine/Logic/Object type/Dynamic|Doc:Manual/Game Engine/Logic/Object type/Soft body}}&lt;br /&gt;
&lt;br /&gt;
= Rigid body object type =&lt;br /&gt;
&lt;br /&gt;
[[File:GameEngine_ObjectType_RigidBody.png|right|thumb|300px|Rigid body]]&lt;br /&gt;
&lt;br /&gt;
This enables rolling physics, giving objects a life-like feel. If a ball drops on a level surface naturally, it would seem strange if it just came to a halt. With rolling physics enabled your ball even dropping on a perfectly level surface and will roll as a natural object would.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
{{Doc:Manual/Game Engine/Logic/Object type/actor}}&lt;br /&gt;
{{Doc:Manual/Game Engine/Logic/Object type/ghost}}&lt;br /&gt;
{{Doc:Manual/Game Engine/Logic/Object type/invisibile}}&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
&lt;br /&gt;
Collision advanced settings.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Doc:Manual/Game_Engine/Logic/Object_type/mass}}&lt;br /&gt;
{{Doc:Manual/Game_Engine/Logic/Object_type/radius}}&lt;br /&gt;
{{Doc:Manual/Game Engine/Logic/Object type/no sleeping}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Doc:Manual/Game Engine/Logic/Object type/damp}}&lt;br /&gt;
{{Doc:Manual/Game Engine/Logic/Object type/rotdamp}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Doc:Manual/Game Engine/Logic/Object type/do fh}}&lt;br /&gt;
{{Doc:Manual/Game Engine/Logic/Object type/rot fh}}&lt;br /&gt;
{{Doc:Manual/Game_Engine/Logic/Object_type/form}}&lt;br /&gt;
{{Doc:Manual/Game_Engine/Logic/Object_type/anisotropic}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Doc:Manual/Game_Engine/Logic/Object_type/bounds}}&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
{{Page/Footer|Doc:Manual/Game Engine/Logic/Object type/Dynamic|Doc:Manual/Game Engine/Logic/Object type/Soft body}}&lt;/div&gt;</description>
			<pubDate>Fri, 20 Nov 2009 21:44:52 GMT</pubDate>			<dc:creator>Mindrones</dc:creator>			<comments>http://wiki.blender.org/index.php/Doc_talk:Manual/Game_Engine/Logic/Object_type/Rigid_body</comments>		</item>
		<item>
			<title>Doc:Manual/Game Engine/Logic/Object type/Dynamic</title>
			<link>http://wiki.blender.org/index.php?title=Doc:Manual/Game_Engine/Logic/Object_type/Dynamic&amp;diff=88157&amp;oldid=prev</link>
			<description>&lt;p&gt;Created page with &amp;#39;{{Page/Header|2.49|Doc:Manual/Game Engine/Logic/Object type/Static|Doc:Manual/Game Engine/Logic/Object type/Rigid body}}  = Dynamic object type =  [[File:GameEngine_ObjectType_Dy…&amp;#39;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Page/Header|2.49|Doc:Manual/Game Engine/Logic/Object type/Static|Doc:Manual/Game Engine/Logic/Object type/Rigid body}}&lt;br /&gt;
&lt;br /&gt;
= Dynamic object type =&lt;br /&gt;
&lt;br /&gt;
[[File:GameEngine_ObjectType_Dynamic.png|right|thumb|300px|Dynamic]]&lt;br /&gt;
&lt;br /&gt;
Once activated, this gives your object real physics properties. Your object will now be pulled by gravity, bounce off other objects, have mass and be slowed by friction.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
{{Doc:Manual/Game Engine/Logic/Object type/actor}}&lt;br /&gt;
{{Doc:Manual/Game Engine/Logic/Object type/ghost}}&lt;br /&gt;
{{Doc:Manual/Game Engine/Logic/Object type/invisibile}}&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
&lt;br /&gt;
Collision advanced settings.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Doc:Manual/Game_Engine/Logic/Object_type/mass}}&lt;br /&gt;
{{Doc:Manual/Game_Engine/Logic/Object_type/radius}}&lt;br /&gt;
{{Doc:Manual/Game Engine/Logic/Object type/no sleeping}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Doc:Manual/Game Engine/Logic/Object type/damp}}&lt;br /&gt;
{{Doc:Manual/Game Engine/Logic/Object type/rotdamp}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Doc:Manual/Game Engine/Logic/Object type/do fh}}&lt;br /&gt;
{{Doc:Manual/Game Engine/Logic/Object type/rot fh}}&lt;br /&gt;
{{Doc:Manual/Game_Engine/Logic/Object_type/form}}&lt;br /&gt;
{{Doc:Manual/Game_Engine/Logic/Object_type/anisotropic}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Doc:Manual/Game_Engine/Logic/Object_type/bounds}}&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
{{Page/Footer|Doc:Manual/Game Engine/Logic/Object type/Static|Doc:Manual/Game Engine/Logic/Object type/Rigid body}}&lt;/div&gt;</description>
			<pubDate>Fri, 20 Nov 2009 21:44:06 GMT</pubDate>			<dc:creator>Mindrones</dc:creator>			<comments>http://wiki.blender.org/index.php/Doc_talk:Manual/Game_Engine/Logic/Object_type/Dynamic</comments>		</item>
		<item>
			<title>Doc:Manual/Game Engine/Logic/Object type/Static</title>
			<link>http://wiki.blender.org/index.php?title=Doc:Manual/Game_Engine/Logic/Object_type/Static&amp;diff=88156&amp;oldid=prev</link>
			<description>&lt;p&gt;Created page with &amp;#39;{{Page/Header|2.49|Doc:Manual/Game Engine/Logic/Object type/Sensor|Doc:Manual/Game Engine/Logic/Object type/Dynamic}}  = Static object type =  [[File:GameEngine_ObjectType_Static…&amp;#39;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Page/Header|2.49|Doc:Manual/Game Engine/Logic/Object type/Sensor|Doc:Manual/Game Engine/Logic/Object type/Dynamic}}&lt;br /&gt;
&lt;br /&gt;
= Static object type =&lt;br /&gt;
&lt;br /&gt;
[[File:GameEngine_ObjectType_Static.png|right|thumb|300px|Static]]&lt;br /&gt;
&lt;br /&gt;
Physical object, but not affected by gravity.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
{{Doc:Manual/Game Engine/Logic/Object type/actor}}&lt;br /&gt;
{{Doc:Manual/Game Engine/Logic/Object type/ghost}}&lt;br /&gt;
{{Doc:Manual/Game Engine/Logic/Object type/invisibile}}&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
&lt;br /&gt;
Collision advanced settings.&lt;br /&gt;
&lt;br /&gt;
{{Doc:Manual/Game_Engine/Logic/Object_type/anisotropic}}&lt;br /&gt;
&lt;br /&gt;
{{Doc:Manual/Game_Engine/Logic/Object_type/bounds}}&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
{{Page/Footer|Doc:Manual/Game Engine/Logic/Object type/Sensor|Doc:Manual/Game Engine/Logic/Object type/Dynamic}}&lt;/div&gt;</description>
			<pubDate>Fri, 20 Nov 2009 21:43:20 GMT</pubDate>			<dc:creator>Mindrones</dc:creator>			<comments>http://wiki.blender.org/index.php/Doc_talk:Manual/Game_Engine/Logic/Object_type/Static</comments>		</item>
		<item>
			<title>Doc:Manual/Game Engine/Logic/Object type/Sensor</title>
			<link>http://wiki.blender.org/index.php?title=Doc:Manual/Game_Engine/Logic/Object_type/Sensor&amp;diff=88155&amp;oldid=prev</link>
			<description>&lt;p&gt;Created page with &amp;#39;{{Page/Header|2.49|Doc:Manual/Game Engine/Logic/Object type/No collision|Doc:Manual/Game Engine/Logic/Object type/Static}}  = Sensor object type =  [[File:GameEngine_ObjectType_S…&amp;#39;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Page/Header|2.49|Doc:Manual/Game Engine/Logic/Object type/No collision|Doc:Manual/Game Engine/Logic/Object type/Static}}&lt;br /&gt;
&lt;br /&gt;
= Sensor object type =&lt;br /&gt;
&lt;br /&gt;
[[File:GameEngine_ObjectType_Sensor.png|right|thumb|300px|Sensor]]&lt;br /&gt;
&lt;br /&gt;
The object detects static and dynamic objects but not other collisions sensors objects.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
== Detect actor ==&lt;br /&gt;
&lt;br /&gt;
Sensor should detect only the objects with Actor option enabled. Unset to detect all objects.&lt;br /&gt;
&lt;br /&gt;
{{Doc:Manual/Game Engine/Logic/Object type/invisibile}}&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
&lt;br /&gt;
Collision advanced settings.&lt;br /&gt;
&lt;br /&gt;
{{Doc:Manual/Game_Engine/Logic/Object_type/bounds}}&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
= Technical specifications =&lt;br /&gt;
&lt;br /&gt;
(from Blender 2.49 Release Notes)&lt;br /&gt;
&lt;br /&gt;
{{Template:Release Notes/2.49/Game Engine/Physics/sensor object type}}&lt;br /&gt;
&lt;br /&gt;
{{Page/Footer|Doc:Manual/Game Engine/Logic/Object type/No collision|Doc:Manual/Game Engine/Logic/Object type/Static}}&lt;/div&gt;</description>
			<pubDate>Fri, 20 Nov 2009 21:42:06 GMT</pubDate>			<dc:creator>Mindrones</dc:creator>			<comments>http://wiki.blender.org/index.php/Doc_talk:Manual/Game_Engine/Logic/Object_type/Sensor</comments>		</item>
		<item>
			<title>Doc:Manual/Game Engine/Logic/Object type/No collision</title>
			<link>http://wiki.blender.org/index.php?title=Doc:Manual/Game_Engine/Logic/Object_type/No_collision&amp;diff=88154&amp;oldid=prev</link>
			<description>&lt;p&gt;Created page with &amp;#39;{{Page/Header|2.49|Doc:Manual/Game Engine/Logic/Object type/Occluder|Doc:Manual/Game Engine/Logic/Object type/Sensor}}  = No collision object type =  [[File:GameEngine_ObjectType…&amp;#39;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Page/Header|2.49|Doc:Manual/Game Engine/Logic/Object type/Occluder|Doc:Manual/Game Engine/Logic/Object type/Sensor}}&lt;br /&gt;
&lt;br /&gt;
= No collision object type =&lt;br /&gt;
&lt;br /&gt;
[[File:GameEngine_ObjectType_NoCollision.png|right|thumb|300px|No collision]]&lt;br /&gt;
&lt;br /&gt;
This disables object collisions. Use this for objects which can never be touched by any dynamic object to save performance.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
{{Doc:Manual/Game Engine/Logic/Object type/invisibile}}&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
{{Page/Footer|Doc:Manual/Game Engine/Logic/Object type/Occluder|Doc:Manual/Game Engine/Logic/Object type/Sensor}}&lt;/div&gt;</description>
			<pubDate>Fri, 20 Nov 2009 21:40:14 GMT</pubDate>			<dc:creator>Mindrones</dc:creator>			<comments>http://wiki.blender.org/index.php/Doc_talk:Manual/Game_Engine/Logic/Object_type/No_collision</comments>		</item>
		<item>
			<title>Doc:Manual/Game Engine/Logic/Object type/Occluder</title>
			<link>http://wiki.blender.org/index.php?title=Doc:Manual/Game_Engine/Logic/Object_type/Occluder&amp;diff=88153&amp;oldid=prev</link>
			<description>&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Page/Header|2.49|Doc:Manual/Game Engine/Logic/Object type|Doc:Manual/Game Engine/Logic/Object type/No collision}}&lt;br /&gt;
&lt;br /&gt;
= Occluder object type =&lt;br /&gt;
&lt;br /&gt;
[[File:GameEngine ObjectType Occluder.png|right|thumb|300px|Occluder]]&lt;br /&gt;
&lt;br /&gt;
The object prevents the objects behind itself from being sent to the GPU, to save performance. (see [[Dev:Ref/Release Notes/2.49/Game Engine#Occlusion culling|release notes about Occlusion Culling]])&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
{{Doc:Manual/Game Engine/Logic/Object type/invisibile}}&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
= Technical specifications =&lt;br /&gt;
&lt;br /&gt;
(from Blender 2.49 Release Notes)&lt;br /&gt;
&lt;br /&gt;
{{Release Notes/2.49/Game Engine/Optimization/Culling}}&lt;br /&gt;
&lt;br /&gt;
{{Page/Footer|Doc:Manual/Game Engine/Logic/Object type|Doc:Manual/Game Engine/Logic/Object type/No collision}}&lt;/div&gt;</description>
			<pubDate>Fri, 20 Nov 2009 21:38:14 GMT</pubDate>			<dc:creator>Mindrones</dc:creator>			<comments>http://wiki.blender.org/index.php/Doc_talk:Manual/Game_Engine/Logic/Object_type/Occluder</comments>		</item>
		<item>
			<title>Doc:CA/Manual/Introduction/Installing Blender</title>
			<link>http://wiki.blender.org/index.php?title=Doc:CA/Manual/Introduction/Installing_Blender&amp;diff=88151&amp;oldid=prev</link>
			<description>&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Instal·lant El Blender des dels Executables:&amp;#32;&lt;/span&gt; &lt;/p&gt;

		&lt;table style=&quot;background-color: white; color:black;&quot;&gt;
		&lt;col class='diff-marker' /&gt;
		&lt;col class='diff-content' /&gt;
		&lt;col class='diff-marker' /&gt;
		&lt;col class='diff-content' /&gt;
		&lt;tr valign='top'&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 21:32, 20 November 2009&lt;/td&gt;
		&lt;/tr&gt;
		&lt;tr&gt;&lt;td colspan='4' align='center' class='diff-multi'&gt;(One intermediate revision not shown)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 2:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 2:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;{{UM/navigator.ca|2.41|Manual.ca/Introduction|Manual.ca/The_Interface}}&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;{{UM/navigator.ca|2.41|Manual.ca/Introduction|Manual.ca/The_Interface}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;=='''Instal·lant El Blender &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;des &lt;/del&gt;dels &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Executables&lt;/del&gt;'''==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;=='''Instal·lant El Blender &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;a partir &lt;/ins&gt;dels &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;executables&lt;/ins&gt;'''==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;El Blender està disponible en un format executable preparat per funcionar en la majoria dels sistemes operatius. A més també teniu a la vostra disposició el codi font del programa, ja que aquest es distribueix sota la llicència GPL. Totes les versions del programa estan disponibles al lloc web de la seva Fundació (http://www.blender.org/), en un enllaç a la secció 'Downloads'.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;El Blender està disponible en un format executable preparat per funcionar en la majoria dels sistemes operatius. A més també teniu a la vostra disposició el codi font del programa, ja que aquest es distribueix sota la llicència GPL. Totes les versions del programa estan disponibles al lloc web de la seva Fundació (http://www.blender.org/), en un enllaç a la secció 'Downloads'.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Per al manual en línia hostatjat al wiki, generalment podeu usar la versió més recent del Blender del lloc web de la Blender Foundation (si bé pot ser que totes les característiques de la darrera versió publicada no estiguin completament actualitzades).&amp;nbsp; Si esteu utilitzant una versió publicada d'aquest manual, es recomana que useu la versió del Blender inclosa al CD-ROM de la guia.&amp;nbsp; Al text que hi ha a continuació, quan es parli de &amp;quot;baixada&amp;quot;, els que utilitzin el llibre haurien de carregar el Blender del CD-ROM.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Per al manual en línia hostatjat al wiki, generalment podeu usar la versió més recent del Blender del lloc web de la Blender Foundation (si bé pot ser que totes les característiques de la darrera versió publicada no estiguin completament actualitzades).&amp;nbsp; Si esteu utilitzant una versió publicada d'aquest manual, es recomana que useu la versió del Blender inclosa al CD-ROM de la guia.&amp;nbsp; Al text que hi ha a continuació, quan es parli de &amp;quot;baixada&amp;quot;, els que utilitzin el llibre haurien de carregar el Blender del CD-ROM.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;!--&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;=== Downloading and installing the binary distribution ===&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The binary distributions are provided for &lt;/del&gt;6 &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;primary operating system families&lt;/del&gt;:&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;=== Baixant-vos i instal·lant la distribució binària ===&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Hi ha disponibles distribucions binàries per a &lt;/ins&gt;6 &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;famílies primàries de sistemes operatius&lt;/ins&gt;:&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* [[#Windows|Windows]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* [[#Windows|Windows]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 18:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 18:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* [[#Solaris|Solaris]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* [[#Solaris|Solaris]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Binaries for the &lt;/del&gt;Linux &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;operating systems are provided for two different hardware architectures &lt;/del&gt;x86 (Intel &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;and &lt;/del&gt;AMD &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;processors&lt;/del&gt;) &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;and &lt;/del&gt;PowerPC, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;and the choice between statically linked or dynamically loaded libraries&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Els sistemes operatius &lt;/ins&gt;Linux &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;disposen de binaris per a dues arquitectures de maquinari &lt;/ins&gt;x86 &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;diferents &lt;/ins&gt;(&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;processadors &lt;/ins&gt;Intel &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;i &lt;/ins&gt;AMD) &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;i per a &lt;/ins&gt;PowerPC, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;i la possibilitat d'escollir entre biblioteques enllaçades estàticament o biblioteques carregades dinàmicament&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;!--&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;The difference between the dynamic and the static binaries is important. The static binarie has the OpenGL libraries compiled in. This makes Blender run on your system without using hardware accelerated graphics. Use the static version if the dynamic version fails! OpenGL is used in Blender for all drawing, including menus and buttons. For this, you will need OpenGL installed on your system. This dependency makes a proper and compliant OpenGL installation at your system a requirement.&amp;nbsp; Generally speaking integrated graphics chips and older low end graphics cards will perform poorly or not at all with Blender due to their poor support for OpenGL.&amp;nbsp; (It is ofter possible to work around the poor OpenGL support of such cards by using software based OpenGL solutions such as by turning down or off hardware accelleration on Windows, or using software MESA OpenGL on Linux).&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;The difference between the dynamic and the static binaries is important. The static binarie has the OpenGL libraries compiled in. This makes Blender run on your system without using hardware accelerated graphics. Use the static version if the dynamic version fails! OpenGL is used in Blender for all drawing, including menus and buttons. For this, you will need OpenGL installed on your system. This dependency makes a proper and compliant OpenGL installation at your system a requirement.&amp;nbsp; Generally speaking integrated graphics chips and older low end graphics cards will perform poorly or not at all with Blender due to their poor support for OpenGL.&amp;nbsp; (It is ofter possible to work around the poor OpenGL support of such cards by using software based OpenGL solutions such as by turning down or off hardware accelleration on Windows, or using software MESA OpenGL on Linux).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;!-- diff generator: internal 2009-11-20 21:54:47 --&gt;
&lt;/table&gt;</description>
			<pubDate>Fri, 20 Nov 2009 21:32:44 GMT</pubDate>			<dc:creator>85.58.85.21</dc:creator>			<comments>http://wiki.blender.org/index.php/Doc_talk:CA/Manual/Introduction/Installing_Blender</comments>		</item>
		<item>
			<title>User:Vinux</title>
			<link>http://wiki.blender.org/index.php?title=User:Vinux&amp;diff=0&amp;oldid=prev</link>
			<description>&lt;p&gt;New user account&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&lt;/div&gt;</description>
			<pubDate>Fri, 20 Nov 2009 21:27:38 GMT</pubDate>			<dc:creator>Vinux</dc:creator>			<comments>http://wiki.blender.org/index.php/User_talk:Vinux</comments>		</item>
		<item>
			<title>File:GameEngine ObjectType SoftBody.png</title>
			<link>http://wiki.blender.org/index.php?title=File:GameEngine_ObjectType_SoftBody.png&amp;diff=0&amp;oldid=prev</link>
			<description>&lt;p&gt;uploaded &quot;[[&lt;a href=&quot;/index.php/File:GameEngine_ObjectType_SoftBody.png&quot; title=&quot;File:GameEngine ObjectType SoftBody.png&quot;&gt;File:GameEngine ObjectType SoftBody.png&lt;/a&gt;]]&quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&lt;/div&gt;</description>
			<pubDate>Fri, 20 Nov 2009 21:24:51 GMT</pubDate>			<dc:creator>Mindrones</dc:creator>			<comments>http://wiki.blender.org/index.php/File_talk:GameEngine_ObjectType_SoftBody.png</comments>		</item>
		<item>
			<title>Doc:Manual/Game Engine/Logic/Object type/form</title>
			<link>http://wiki.blender.org/index.php?title=Doc:Manual/Game_Engine/Logic/Object_type/form&amp;diff=88147&amp;oldid=prev</link>
			<description>&lt;p&gt;Created page with &amp;#39;== Form ==  The {{Literal|Form}} factor gives you a degree of control over rigid body objects. The higher the {{Literal|Form}} factor, the less likely an object is to roll, espec…&amp;#39;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;== Form ==&lt;br /&gt;
&lt;br /&gt;
The {{Literal|Form}} factor gives you a degree of control over rigid body objects. The higher the {{Literal|Form}} factor, the less likely an object is to roll, especially rolling on a flat surface.&lt;br /&gt;
{{clr}}&lt;/div&gt;</description>
			<pubDate>Fri, 20 Nov 2009 21:15:18 GMT</pubDate>			<dc:creator>Mindrones</dc:creator>			<comments>http://wiki.blender.org/index.php/Doc_talk:Manual/Game_Engine/Logic/Object_type/form</comments>		</item>
		<item>
			<title>Doc:Manual/Game Engine/Logic/Object type/rot fh</title>
			<link>http://wiki.blender.org/index.php?title=Doc:Manual/Game_Engine/Logic/Object_type/rot_fh&amp;diff=88146&amp;oldid=prev</link>
			<description>&lt;p&gt;Created page with &amp;#39;==Rot Fh==  This option causes the Z axis to be pointed away from a &lt;a href=&quot;/index.php?title=Doc:Manual/Game_Engine/Dynamic_Materials&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Doc:Manual/Game Engine/Dynamic Materials (page does not exist)&quot;&gt;Dynamic Materials&lt;/a&gt;. This is activated by {{Literal|Do Fh}}. {{clr}…&amp;#39;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;==Rot Fh==&lt;br /&gt;
&lt;br /&gt;
This option causes the Z axis to be pointed away from a [[Doc:Manual/Game Engine/Dynamic Materials|Dynamic Materials]]. This is activated by {{Literal|Do Fh}}.&lt;br /&gt;
{{clr}}&lt;/div&gt;</description>
			<pubDate>Fri, 20 Nov 2009 21:13:48 GMT</pubDate>			<dc:creator>Mindrones</dc:creator>			<comments>http://wiki.blender.org/index.php/Doc_talk:Manual/Game_Engine/Logic/Object_type/rot_fh</comments>		</item>
		<item>
			<title>Doc:Manual/Game Engine/Logic/Object type/do fh</title>
			<link>http://wiki.blender.org/index.php?title=Doc:Manual/Game_Engine/Logic/Object_type/do_fh&amp;diff=88145&amp;oldid=prev</link>
			<description>&lt;p&gt;Created page with &amp;#39;==Do Fh== This causes your object to interact with &lt;a href=&quot;/index.php?title=Doc:Manual/Game_Engine/Dynamic_Materials&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Doc:Manual/Game Engine/Dynamic Materials (page does not exist)&quot;&gt;Dynamic Materials&lt;/a&gt;. This is currently not supported by the default bullet physics a…&amp;#39;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;==Do Fh==&lt;br /&gt;
This causes your object to interact with [[Doc:Manual/Game Engine/Dynamic Materials|Dynamic Materials]]. This is currently not supported by the default bullet physics and is not fully supported in the Sumo engine in the current edition of Blender. It is fully supported by version 2.24 of Blender.&lt;br /&gt;
{{clr}}&lt;/div&gt;</description>
			<pubDate>Fri, 20 Nov 2009 21:13:23 GMT</pubDate>			<dc:creator>Mindrones</dc:creator>			<comments>http://wiki.blender.org/index.php/Doc_talk:Manual/Game_Engine/Logic/Object_type/do_fh</comments>		</item>
		<item>
			<title>Doc:Manual/Game Engine/Logic/Object type/rotdamp</title>
			<link>http://wiki.blender.org/index.php?title=Doc:Manual/Game_Engine/Logic/Object_type/rotdamp&amp;diff=88144&amp;oldid=prev</link>
			<description>&lt;p&gt;Created page with &amp;#39;==RotDamp==  Rotational Dampening is the same as dampening but only affects the object’s rotation. A high Rotational Dampening will not affect the rest of the object’s moment…&amp;#39;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;==RotDamp==&lt;br /&gt;
&lt;br /&gt;
Rotational Dampening is the same as dampening but only affects the object’s rotation. A high Rotational Dampening will not affect the rest of the object’s momentum.&lt;br /&gt;
{{clr}}&lt;/div&gt;</description>
			<pubDate>Fri, 20 Nov 2009 21:12:10 GMT</pubDate>			<dc:creator>Mindrones</dc:creator>			<comments>http://wiki.blender.org/index.php/Doc_talk:Manual/Game_Engine/Logic/Object_type/rotdamp</comments>		</item>
		<item>
			<title>Doc:Manual/Game Engine/Logic/Object type/damp</title>
			<link>http://wiki.blender.org/index.php?title=Doc:Manual/Game_Engine/Logic/Object_type/damp&amp;diff=88143&amp;oldid=prev</link>
			<description>&lt;p&gt;Created page with &amp;#39;==Damp==  Dampening affects the freedom of an object to move. In space there should be almost no dampening, while in water the dampening should be set quite high. {{clr}}&amp;#39;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;==Damp==&lt;br /&gt;
&lt;br /&gt;
Dampening affects the freedom of an object to move. In space there should be almost no dampening, while in water the dampening should be set quite high.&lt;br /&gt;
{{clr}}&lt;/div&gt;</description>
			<pubDate>Fri, 20 Nov 2009 21:11:58 GMT</pubDate>			<dc:creator>Mindrones</dc:creator>			<comments>http://wiki.blender.org/index.php/Doc_talk:Manual/Game_Engine/Logic/Object_type/damp</comments>		</item>
		<item>
			<title>Doc:Manual/Game Engine/Logic/Object type/no sleeping</title>
			<link>http://wiki.blender.org/index.php?title=Doc:Manual/Game_Engine/Logic/Object_type/no_sleeping&amp;diff=88142&amp;oldid=prev</link>
			<description>&lt;p&gt;&lt;/p&gt;

		&lt;table style=&quot;background-color: white; color:black;&quot;&gt;
		&lt;col class='diff-marker' /&gt;
		&lt;col class='diff-content' /&gt;
		&lt;col class='diff-marker' /&gt;
		&lt;col class='diff-content' /&gt;
		&lt;tr valign='top'&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 21:09, 20 November 2009&lt;/td&gt;
		&lt;/tr&gt;
		&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;== No Sleeping ==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;== No Sleeping ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;By default if &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;and &lt;/del&gt;object that is affected by rolling physics comes to a rest, Rolling Physics is disabled. The physic engine assumes that it no longer needs to calculate the object’s motion. In some case this is true and will save you processing power, in other case such as in a soccer game, the physics needs to be maintained until someone kicks the ball placing it back in motion.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;By default if &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;an &lt;/ins&gt;object that is affected by rolling physics comes to a rest, Rolling Physics is disabled. The physic engine assumes that it no longer needs to calculate the object’s motion. In some case this is true and will save you processing power, in other case such as in a soccer game, the physics needs to be maintained until someone kicks the ball placing it back in motion.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;{{clr}}&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;{{clr}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;!-- diff generator: internal 2009-11-20 21:54:47 --&gt;
&lt;/table&gt;</description>
			<pubDate>Fri, 20 Nov 2009 21:09:28 GMT</pubDate>			<dc:creator>Mindrones</dc:creator>			<comments>http://wiki.blender.org/index.php/Doc_talk:Manual/Game_Engine/Logic/Object_type/no_sleeping</comments>		</item>
		<item>
			<title>Doc:Manual/Game Engine/Logic/Object type/radius</title>
			<link>http://wiki.blender.org/index.php?title=Doc:Manual/Game_Engine/Logic/Object_type/radius&amp;diff=88141&amp;oldid=prev</link>
			<description>&lt;p&gt;Created page with &amp;#39;== Radius ==  This determines the size of the bounding area for sphere bound objects and Fh/FhRot. This can be changed to a large or smaller size to give your object the look and…&amp;#39;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;== Radius ==&lt;br /&gt;
&lt;br /&gt;
This determines the size of the bounding area for sphere bound objects and Fh/FhRot. This can be changed to a large or smaller size to give your object the look and feel you desire. The shape of the bounding area is determined by the {{Literal|Bounds}} button, by default it is a {{Literal|Box}}.&lt;br /&gt;
&lt;br /&gt;
When changing the bounding size you can see the effect on the screen, in the shape of a circle. At this point in time all bounding shapes are reflected as a circle in the 3D window, even though they react differently during the game play.&lt;br /&gt;
{{clr}}&lt;/div&gt;</description>
			<pubDate>Fri, 20 Nov 2009 21:07:41 GMT</pubDate>			<dc:creator>Mindrones</dc:creator>			<comments>http://wiki.blender.org/index.php/Doc_talk:Manual/Game_Engine/Logic/Object_type/radius</comments>		</item>
		<item>
			<title>Doc:Manual/Game Engine/Logic/Object type/anisotropic</title>
			<link>http://wiki.blender.org/index.php?title=Doc:Manual/Game_Engine/Logic/Object_type/anisotropic&amp;diff=88140&amp;oldid=prev</link>
			<description>&lt;p&gt;&lt;/p&gt;

		&lt;table style=&quot;background-color: white; color:black;&quot;&gt;
		&lt;col class='diff-marker' /&gt;
		&lt;col class='diff-content' /&gt;
		&lt;col class='diff-marker' /&gt;
		&lt;col class='diff-content' /&gt;
		&lt;tr valign='top'&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 21:01, 20 November 2009&lt;/td&gt;
		&lt;/tr&gt;
		&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;== Anisotropic ==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;== Anisotropic ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Enables anisotropic &lt;/del&gt;friction, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;which means you can set a different friction for each axis &lt;/del&gt;of the object.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;This controls the direction of &lt;/ins&gt;friction &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;in the X&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Y or Z direction &lt;/ins&gt;of the object. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Anisotropic is relative to the amount of friction in a particular direction. For example, take the wheel of a skate board, the forward direction should rotate easily, yet a sideward motion should be difficult and decreased by a higher level of friction.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;{{clr}}&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;!-- diff generator: internal 2009-11-20 21:54:47 --&gt;
&lt;/table&gt;</description>
			<pubDate>Fri, 20 Nov 2009 21:01:16 GMT</pubDate>			<dc:creator>Mindrones</dc:creator>			<comments>http://wiki.blender.org/index.php/Doc_talk:Manual/Game_Engine/Logic/Object_type/anisotropic</comments>		</item>
		<item>
			<title>Doc:Manual/Game Engine/Logic/Object type/no sleeping</title>
			<link>http://wiki.blender.org/index.php?title=Doc:Manual/Game_Engine/Logic/Object_type/no_sleeping&amp;diff=88139&amp;oldid=prev</link>
			<description>&lt;p&gt;Created page with &amp;#39;== No Sleeping ==  By default if and object that is affected by rolling physics comes to a rest, Rolling Physics is disabled. The physic engine assumes that it no longer needs to…&amp;#39;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;== No Sleeping ==&lt;br /&gt;
&lt;br /&gt;
By default if and object that is affected by rolling physics comes to a rest, Rolling Physics is disabled. The physic engine assumes that it no longer needs to calculate the object’s motion. In some case this is true and will save you processing power, in other case such as in a soccer game, the physics needs to be maintained until someone kicks the ball placing it back in motion.&lt;br /&gt;
{{clr}}&lt;/div&gt;</description>
			<pubDate>Fri, 20 Nov 2009 20:59:47 GMT</pubDate>			<dc:creator>Mindrones</dc:creator>			<comments>http://wiki.blender.org/index.php/Doc_talk:Manual/Game_Engine/Logic/Object_type/no_sleeping</comments>		</item>
		<item>
			<title>Doc:Manual/Game Engine/Logic/Object type/mass</title>
			<link>http://wiki.blender.org/index.php?title=Doc:Manual/Game_Engine/Logic/Object_type/mass&amp;diff=88138&amp;oldid=prev</link>
			<description>&lt;p&gt;Created page with &amp;#39;==Mass==  {{Literal|Mass}} affects the amount of force that is required to move an object. The greater the mass the greater the force that need to be applied to the object in ord…&amp;#39;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;==Mass==&lt;br /&gt;
&lt;br /&gt;
{{Literal|Mass}} affects the amount of force that is required to move an object. The greater the mass the greater the force that need to be applied to the object in order to move the object. Mass will not cause objects to fall faster or slower. To slow an object down use [[#Damp|dampening]], if you wish to accelerate the falling rate increase [[Doc:Manual/Game_Engine/Physics|gravity]] (normal gravity is 9.81).&lt;br /&gt;
{{clr}}&lt;/div&gt;</description>
			<pubDate>Fri, 20 Nov 2009 20:51:00 GMT</pubDate>			<dc:creator>Mindrones</dc:creator>			<comments>http://wiki.blender.org/index.php/Doc_talk:Manual/Game_Engine/Logic/Object_type/mass</comments>		</item>
		<item>
			<title>Doc:Manual/Game Engine/Physics</title>
			<link>http://wiki.blender.org/index.php?title=Doc:Manual/Game_Engine/Physics&amp;diff=88137&amp;oldid=prev</link>
			<description>&lt;p&gt;added screenshot&lt;/p&gt;

		&lt;table style=&quot;background-color: white; color:black;&quot;&gt;
		&lt;col class='diff-marker' /&gt;
		&lt;col class='diff-content' /&gt;
		&lt;col class='diff-marker' /&gt;
		&lt;col class='diff-content' /&gt;
		&lt;tr valign='top'&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 20:48, 20 November 2009&lt;/td&gt;
		&lt;/tr&gt;
		&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 12:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 12:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;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 {{Literal|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 [[Doc:Manual/Game Engine/Logic/Actors|Logic actors]] for more info).&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;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 {{Literal|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 [[Doc:Manual/Game Engine/Logic/Actors|Logic actors]] for more info).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;{{clr}}&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;{{clr}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;[[Image:Dev-GameEngine-occlusion-resolution.png|center|640px]] &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;==Options==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;==Options==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;!-- diff generator: internal 2009-11-20 21:54:47 --&gt;
&lt;/table&gt;</description>
			<pubDate>Fri, 20 Nov 2009 20:48:55 GMT</pubDate>			<dc:creator>Mindrones</dc:creator>			<comments>http://wiki.blender.org/index.php/Doc_talk:Manual/Game_Engine/Physics</comments>		</item>
		<item>
			<title>Doc:Manual/Game Engine/Logic/Object type/anisotropic</title>
			<link>http://wiki.blender.org/index.php?title=Doc:Manual/Game_Engine/Logic/Object_type/anisotropic&amp;diff=88136&amp;oldid=prev</link>
			<description>&lt;p&gt;Created page with &amp;#39;== Anisotropic ==  Enables anisotropic friction, which means you can set a different friction for each axis of the object.&amp;#39;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;== Anisotropic ==&lt;br /&gt;
&lt;br /&gt;
Enables anisotropic friction, which means you can set a different friction for each axis of the object.&lt;/div&gt;</description>
			<pubDate>Fri, 20 Nov 2009 20:37:06 GMT</pubDate>			<dc:creator>Mindrones</dc:creator>			<comments>http://wiki.blender.org/index.php/Doc_talk:Manual/Game_Engine/Logic/Object_type/anisotropic</comments>		</item>
		<item>
			<title>File:GameEngine ObjectType Dynamic.png</title>
			<link>http://wiki.blender.org/index.php?title=File:GameEngine_ObjectType_Dynamic.png&amp;diff=0&amp;oldid=prev</link>
			<description>&lt;p&gt;uploaded &quot;[[&lt;a href=&quot;/index.php/File:GameEngine_ObjectType_Dynamic.png&quot; title=&quot;File:GameEngine ObjectType Dynamic.png&quot;&gt;File:GameEngine ObjectType Dynamic.png&lt;/a&gt;]]&quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&lt;/div&gt;</description>
			<pubDate>Fri, 20 Nov 2009 20:29:19 GMT</pubDate>			<dc:creator>Mindrones</dc:creator>			<comments>http://wiki.blender.org/index.php/File_talk:GameEngine_ObjectType_Dynamic.png</comments>		</item>
		<item>
			<title>Doc:Manual/Game Engine/Logic/Object type/actor</title>
			<link>http://wiki.blender.org/index.php?title=Doc:Manual/Game_Engine/Logic/Object_type/actor&amp;diff=88134&amp;oldid=prev</link>
			<description>&lt;p&gt;&lt;/p&gt;

		&lt;table style=&quot;background-color: white; color:black;&quot;&gt;
		&lt;col class='diff-marker' /&gt;
		&lt;col class='diff-content' /&gt;
		&lt;col class='diff-marker' /&gt;
		&lt;col class='diff-content' /&gt;
		&lt;tr valign='top'&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 20:28, 20 November 2009&lt;/td&gt;
		&lt;/tr&gt;
		&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;==Actor==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;==Actor==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;By default this button occurs switched off and alone ([[Image:GM_Actors_Undepressed_Button.png]]). Once pressed it gives you the option of {{Literal|Ghost}} or {{Literal|Dynamic}} ([[Image:GM_Actors_Active_Button.png]]). &lt;/del&gt;This causes the physics engine to evaluate your object, causing your object to be seen as more than part of the world (a simple wall or floor). This object can now be seen by other active objects.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;This causes the physics engine to evaluate your object, causing your object to be seen as more than part of the world (a simple wall or floor). This object can now be seen by other active objects.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;At this point your object is not affected by normal physics (e.g. gravity) but is seen as more than just a background object. This is useful for interaction between objects that need not have physics properties, such as gravity, e.g. a button on a wall.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;At this point your object is not affected by normal physics (e.g. gravity) but is seen as more than just a background object. This is useful for interaction between objects that need not have physics properties, such as gravity, e.g. a button on a wall.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;{{clr}}&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;{{clr}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;!-- diff generator: internal 2009-11-20 21:54:47 --&gt;
&lt;/table&gt;</description>
			<pubDate>Fri, 20 Nov 2009 20:28:12 GMT</pubDate>			<dc:creator>Mindrones</dc:creator>			<comments>http://wiki.blender.org/index.php/Doc_talk:Manual/Game_Engine/Logic/Object_type/actor</comments>		</item>
		<item>
			<title>File:GameEngine ObjectType Static.png</title>
			<link>http://wiki.blender.org/index.php?title=File:GameEngine_ObjectType_Static.png&amp;diff=0&amp;oldid=prev</link>
			<description>&lt;p&gt;uploaded &quot;[[&lt;a href=&quot;/index.php/File:GameEngine_ObjectType_Static.png&quot; title=&quot;File:GameEngine ObjectType Static.png&quot;&gt;File:GameEngine ObjectType Static.png&lt;/a&gt;]]&quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&lt;/div&gt;</description>
			<pubDate>Fri, 20 Nov 2009 20:24:57 GMT</pubDate>			<dc:creator>Mindrones</dc:creator>			<comments>http://wiki.blender.org/index.php/File_talk:GameEngine_ObjectType_Static.png</comments>		</item>
		<item>
			<title>Doc:Manual/Game Engine/Logic/Object type/ghost</title>
			<link>http://wiki.blender.org/index.php?title=Doc:Manual/Game_Engine/Logic/Object_type/ghost&amp;diff=88132&amp;oldid=prev</link>
			<description>&lt;p&gt;Created page with &amp;#39;==Ghost== {{Literal|Ghost}} gives the object the ability to pass through other objects. This helps save processing time while calculating objects’ physics (e.g. bouncing, frict…&amp;#39;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;==Ghost==&lt;br /&gt;
{{Literal|Ghost}} gives the object the ability to pass through other objects. This helps save processing time while calculating objects’ physics (e.g. bouncing, friction, etc.). A collision with another object is still detected and reported to your game logic.&lt;br /&gt;
{{clr}}&lt;/div&gt;</description>
			<pubDate>Fri, 20 Nov 2009 20:23:20 GMT</pubDate>			<dc:creator>Mindrones</dc:creator>			<comments>http://wiki.blender.org/index.php/Doc_talk:Manual/Game_Engine/Logic/Object_type/ghost</comments>		</item>
		<item>
			<title>Doc:Manual/Game Engine/Logic/Object type/actor</title>
			<link>http://wiki.blender.org/index.php?title=Doc:Manual/Game_Engine/Logic/Object_type/actor&amp;diff=88131&amp;oldid=prev</link>
			<description>&lt;p&gt;Created page with &amp;#39;==Actor==  By default this button occurs switched off and alone (&lt;a href=&quot;/index.php/File:GM_Actors_Undepressed_Button.png&quot; title=&quot;File:GM Actors Undepressed Button.png&quot;&gt;Image:GM_Actors_Undepressed_Button.png&lt;/a&gt;). Once pressed it gives you the option of {{Literal|Ghost}} or {{Liter…&amp;#39;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;==Actor==&lt;br /&gt;
&lt;br /&gt;
By default this button occurs switched off and alone ([[Image:GM_Actors_Undepressed_Button.png]]). Once pressed it gives you the option of {{Literal|Ghost}} or {{Literal|Dynamic}} ([[Image:GM_Actors_Active_Button.png]]). This causes the physics engine to evaluate your object, causing your object to be seen as more than part of the world (a simple wall or floor). This object can now be seen by other active objects.&lt;br /&gt;
&lt;br /&gt;
At this point your object is not affected by normal physics (e.g. gravity) but is seen as more than just a background object. This is useful for interaction between objects that need not have physics properties, such as gravity, e.g. a button on a wall.&lt;br /&gt;
{{clr}}&lt;/div&gt;</description>
			<pubDate>Fri, 20 Nov 2009 20:22:29 GMT</pubDate>			<dc:creator>Mindrones</dc:creator>			<comments>http://wiki.blender.org/index.php/Doc_talk:Manual/Game_Engine/Logic/Object_type/actor</comments>		</item>
		<item>
			<title>Template:Release Notes/2.49/Game Engine/Physics</title>
			<link>http://wiki.blender.org/index.php?title=Template:Release_Notes/2.49/Game_Engine/Physics&amp;diff=88130&amp;oldid=prev</link>
			<description>&lt;p&gt;&lt;/p&gt;

		&lt;table style=&quot;background-color: white; color:black;&quot;&gt;
		&lt;col class='diff-marker' /&gt;
		&lt;col class='diff-content' /&gt;
		&lt;col class='diff-marker' /&gt;
		&lt;col class='diff-content' /&gt;
		&lt;tr valign='top'&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 20:17, 20 November 2009&lt;/td&gt;
		&lt;/tr&gt;
		&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 14:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 14:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;{{clr}}&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;{{clr}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;===Sensor Object Type===&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;New sensor object to generalize Near and Radar sensor, static-static collision capability.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;A new type of &amp;quot;Sensor&amp;quot; physics object is available in the GE for advanced collision management. It's called Sensor for its similarities with the physics objects that underlie the Near and Radar sensors. Like the Near and Radar object it is&lt;/del&gt;:&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;{{Template&lt;/ins&gt;:&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Release Notes&lt;/ins&gt;/&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;2&lt;/ins&gt;.&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;49/Game Engine/Physics/&lt;/ins&gt;sensor object type&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;}}&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;* static and ghost&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;* invisible by default&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;* always active to ensure correct collision detection&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;* capable of detecting both static and dynamic objects&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;* ignoring collision with their parent&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;* capable of broadphase filtering based on:&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;** Actor option: the collisioning object must have the Actor flag set to be detected&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;** property&lt;/del&gt;/&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;material: as specified in the collision sensors attached to it&lt;/del&gt;.&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;br&amp;gt;Broadphase filtering is important for performance reason: the collision points will be computed only for the objects that pass the broahphase filter.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;* automatically removed from the simulation when no collision &lt;/del&gt;sensor &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;is active on it&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Unlike the Near and Radar &lt;/del&gt;object &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;it can:&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;* take any shape, including triangle mesh&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;* be made visible for debugging (just use the Visible actuator)&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;* have multiple collision sensors using it&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Other than that, the sensor objects are ordinary objects. You can move them freely or parent them. When parented to a dynamic object, they can provide advanced collision control to this object.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The &lt;/del&gt;type &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;of collision capability depends on the shape:&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;* box, sphere, cylinder, cone, convex hull provide volume detection.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;* triangle mesh provides surface detection but you can give some volume to the suface by increasing the margin in the Advanced Settings panel. The margin applies on both sides of the surface.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Performance tip:&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;* Sensor objects perform better than Near and Radar: they do less synchronizations because of the Scenegraph optimizations and they can have multiple collision sensors on them (with different property filtering for example).&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;* Always prefer simple shape (box, sphere) to complex shape whenever possible.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;* Always use broadphase filtering (avoid collision sensor with empty propery/material)&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;* Use collision sensor only when you need them. When no collision sensor is active on the sensor object, it is removed from the simulation and consume no CPU.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Known limitations:&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;* When running Blender in debug mode, you will see one warning line of the console:&amp;lt;br&amp;gt; &amp;quot;warning btCollisionDispatcher::needsCollision: static-static collision!&amp;quot;&amp;lt;br&amp;gt;In release mode this message is not printed.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;* Collision margin has no effect on sphere, cone and cylinder shape.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Other performance improvements:&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;* Remove unnecessary interpolation for Near and Radar objects and by extension sensor objects.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;* Use direct matrix copy instead of quaternion to synchronize orientation.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;===Adjustable Frame/Logic/Physics Rate===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;===Adjustable Frame/Logic/Physics Rate===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;!-- diff generator: internal 2009-11-20 21:54:47 --&gt;
&lt;/table&gt;</description>
			<pubDate>Fri, 20 Nov 2009 20:17:24 GMT</pubDate>			<dc:creator>Mindrones</dc:creator>			<comments>http://wiki.blender.org/index.php/Template_talk:Release_Notes/2.49/Game_Engine/Physics</comments>		</item>
		<item>
			<title>Template:Release Notes/2.49/Game Engine/Physics/sensor object type</title>
			<link>http://wiki.blender.org/index.php?title=Template:Release_Notes/2.49/Game_Engine/Physics/sensor_object_type&amp;diff=88129&amp;oldid=prev</link>
			<description>&lt;p&gt;Created page with &amp;#39;== Sensor Object Type ==  New sensor object to generalize Near and Radar sensor, static-static collision capability.  A new type of &amp;quot;Sensor&amp;quot; physics object is available in the GE…&amp;#39;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;== Sensor Object Type ==&lt;br /&gt;
&lt;br /&gt;
New sensor object to generalize Near and Radar sensor, static-static collision capability.&lt;br /&gt;
&lt;br /&gt;
A new type of &amp;quot;Sensor&amp;quot; physics object is available in the GE for advanced collision management. It's called Sensor for its similarities with the physics objects that underlie the Near and Radar sensors. Like the Near and Radar object it is:&lt;br /&gt;
* static and ghost&lt;br /&gt;
* invisible by default&lt;br /&gt;
* always active to ensure correct collision detection&lt;br /&gt;
* capable of detecting both static and dynamic objects&lt;br /&gt;
* ignoring collision with their parent&lt;br /&gt;
* capable of broadphase filtering based on:&lt;br /&gt;
** Actor option: the collisioning object must have the Actor flag set to be detected&lt;br /&gt;
** property/material: as specified in the collision sensors attached to it.&amp;lt;br&amp;gt;Broadphase filtering is important for performance reason: the collision points will be computed only for the objects that pass the broahphase filter.&lt;br /&gt;
* automatically removed from the simulation when no collision sensor is active on it&lt;br /&gt;
&lt;br /&gt;
Unlike the Near and Radar object it can:&lt;br /&gt;
* take any shape, including triangle mesh&lt;br /&gt;
* be made visible for debugging (just use the Visible actuator)&lt;br /&gt;
* have multiple collision sensors using it&lt;br /&gt;
&lt;br /&gt;
Other than that, the sensor objects are ordinary objects. You can move them freely or parent them. When parented to a dynamic object, they can provide advanced collision control to this object.&lt;br /&gt;
&lt;br /&gt;
The type of collision capability depends on the shape:&lt;br /&gt;
* box, sphere, cylinder, cone, convex hull provide volume detection.&lt;br /&gt;
* triangle mesh provides surface detection but you can give some volume to the suface by increasing the margin in the Advanced Settings panel. The margin applies on both sides of the surface.&lt;br /&gt;
&lt;br /&gt;
Performance tip:&lt;br /&gt;
* Sensor objects perform better than Near and Radar: they do less synchronizations because of the Scenegraph optimizations and they can have multiple collision sensors on them (with different property filtering for example).&lt;br /&gt;
* Always prefer simple shape (box, sphere) to complex shape whenever possible.&lt;br /&gt;
* Always use broadphase filtering (avoid collision sensor with empty propery/material)&lt;br /&gt;
* Use collision sensor only when you need them. When no collision sensor is active on the sensor object, it is removed from the simulation and consume no CPU.&lt;br /&gt;
&lt;br /&gt;
Known limitations:&lt;br /&gt;
* When running Blender in debug mode, you will see one warning line of the console:&amp;lt;br&amp;gt; &amp;quot;warning btCollisionDispatcher::needsCollision: static-static collision!&amp;quot;&amp;lt;br&amp;gt;In release mode this message is not printed.&lt;br /&gt;
* Collision margin has no effect on sphere, cone and cylinder shape.&lt;br /&gt;
&lt;br /&gt;
Other performance improvements:&lt;br /&gt;
* Remove unnecessary interpolation for Near and Radar objects and by extension sensor objects.&lt;br /&gt;
* Use direct matrix copy instead of quaternion to synchronize orientation.&lt;/div&gt;</description>
			<pubDate>Fri, 20 Nov 2009 20:16:52 GMT</pubDate>			<dc:creator>Mindrones</dc:creator>			<comments>http://wiki.blender.org/index.php/Template_talk:Release_Notes/2.49/Game_Engine/Physics/sensor_object_type</comments>		</item>
		<item>
			<title>Doc:Manual/Game Engine/Logic/Object type/bounds</title>
			<link>http://wiki.blender.org/index.php?title=Doc:Manual/Game_Engine/Logic/Object_type/bounds&amp;diff=88128&amp;oldid=prev</link>
			<description>&lt;p&gt;Created page with &amp;#39;==Bounds==  &lt;a href=&quot;/index.php/File:GM_Actors_Bounding_Menu.png&quot; title=&quot;File:GM Actors Bounding Menu.png&quot;&gt;right&lt;/a&gt;  The Blender Game Engine has a number of ways of dealing with the shapes of objects. The reason that the game engine avoid…&amp;#39;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;==Bounds==&lt;br /&gt;
&lt;br /&gt;
[[Image:GM_Actors_Bounding_Menu.png|right]]&lt;br /&gt;
&lt;br /&gt;
The Blender Game Engine has a number of ways of dealing with the shapes of objects. The reason that the game engine avoids highly accurate, per face object collisions, is due to the high level of processing power that it would demand. It is often faster, during game play, to uses a simpler system such as a box or a sphere for an object that’s shape is very similar.&lt;br /&gt;
&lt;br /&gt;
[[Image:GM_Actors_Object_Centre.png|right]]&lt;br /&gt;
&lt;br /&gt;
The bounds are calculated from the object’s centre, which is designated by the pink dot normally at the centre of your object. It is not uncommon or useful to move this centre to a more convenient location. This can be done in the {{Literal|Editing}} context ({{Shortcut|f9}}) and choosing one of the 3 options that focus around Centre movement (see [[Doc:Reference/Panels/Editing/Mesh|Mesh]] for more info).&lt;br /&gt;
&lt;br /&gt;
{{Literal|Convex Hull}} and static {{Literal|Triangle Mesh}} are designed for uses with World objects floors, walls, trees, etc.&lt;br /&gt;
&lt;br /&gt;
Blender has no generic way of interacting with hollow objects. An example, which would be difficult to create, would be a cup to shake dice in.&lt;br /&gt;
{{clr}}&lt;/div&gt;</description>
			<pubDate>Fri, 20 Nov 2009 20:11:11 GMT</pubDate>			<dc:creator>Mindrones</dc:creator>			<comments>http://wiki.blender.org/index.php/Doc_talk:Manual/Game_Engine/Logic/Object_type/bounds</comments>		</item>
		<item>
			<title>Template:Release Notes/2.49/Game Engine/Optimization/Culling</title>
			<link>http://wiki.blender.org/index.php?title=Template:Release_Notes/2.49/Game_Engine/Optimization/Culling&amp;diff=88127&amp;oldid=prev</link>
			<description>&lt;p&gt;&lt;/p&gt;

		&lt;table style=&quot;background-color: white; color:black;&quot;&gt;
		&lt;col class='diff-marker' /&gt;
		&lt;col class='diff-content' /&gt;
		&lt;col class='diff-marker' /&gt;
		&lt;col class='diff-content' /&gt;
		&lt;tr valign='top'&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 20:06, 20 November 2009&lt;/td&gt;
		&lt;/tr&gt;
		&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 23:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 23:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;The resolution of the ZDepth buffer is controllable in the World settings with the &amp;quot;Occlu Res&amp;quot; button: &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;The resolution of the ZDepth buffer is controllable in the World settings with the &amp;quot;Occlu Res&amp;quot; button: &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;[[Image:Dev-GameEngine-occlusion-resolution.png|center]] &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;[[Image:Dev-GameEngine-occlusion-resolution.png|center&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;|640px&lt;/ins&gt;]] &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;By default the resolution is 128 pixels for the largest dimension of the viewport while the resolution of the other dimension is set proportionally. Although 128 is a very low resolution, it is sufficient for the purpose of culling. The resolution can be increased to maximum 1024 but at great CPU&amp;amp;nbsp;expense.&amp;lt;br&amp;gt; &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;By default the resolution is 128 pixels for the largest dimension of the viewport while the resolution of the other dimension is set proportionally. Although 128 is a very low resolution, it is sufficient for the purpose of culling. The resolution can be increased to maximum 1024 but at great CPU&amp;amp;nbsp;expense.&amp;lt;br&amp;gt; &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;!-- diff generator: internal 2009-11-20 21:54:47 --&gt;
&lt;/table&gt;</description>
			<pubDate>Fri, 20 Nov 2009 20:06:09 GMT</pubDate>			<dc:creator>Mindrones</dc:creator>			<comments>http://wiki.blender.org/index.php/Template_talk:Release_Notes/2.49/Game_Engine/Optimization/Culling</comments>		</item>
		<item>
			<title>Template:Release Notes/2.49/Game Engine/Optimization</title>
			<link>http://wiki.blender.org/index.php?title=Template:Release_Notes/2.49/Game_Engine/Optimization&amp;diff=88126&amp;oldid=prev</link>
			<description>&lt;p&gt;&lt;/p&gt;

		&lt;table style=&quot;background-color: white; color:black;&quot;&gt;
		&lt;col class='diff-marker' /&gt;
		&lt;col class='diff-content' /&gt;
		&lt;col class='diff-marker' /&gt;
		&lt;col class='diff-content' /&gt;
		&lt;tr valign='top'&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 19:59, 20 November 2009&lt;/td&gt;
		&lt;/tr&gt;
		&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 21:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 21:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;The scenegraph improvement consists in avoiding position update if the object has not moved since last update and the removal of redundant updates and synchronization with the physics engine and the Rasterizer.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;The scenegraph improvement consists in avoiding position update if the object has not moved since last update and the removal of redundant updates and synchronization with the physics engine and the Rasterizer.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;== View frustrum culling ==&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;{{Template&lt;/ins&gt;:&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Release Notes&lt;/ins&gt;/&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;2&lt;/ins&gt;.&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;49&lt;/ins&gt;/&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Game Engine&lt;/ins&gt;/&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Optimization&lt;/ins&gt;/&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Culling}}&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The Dynamic Bounding Volume Tree (DBVT) broadphase facility of the Bullet Physics Library is used to build a tree of graphical objects in the scene. The elements of the tree are Aabb boxes (Aligned Axis Bounding Boxes) enclosing the objects. This provides good precision in closed and opened scenes. This new culling system is enabled by default but just in case, it can be disabled with a button in the World settings.&amp;lt;br&amp;gt; &lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;With these improvements, the culling and Scenegraph part of the BGE is as much as 5 times faster than in 2.48. However, the speed up is noticeable only when you have many objects (&amp;amp;gt;100).&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;== Occlusion culling&amp;nbsp; ==&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Occlusion culling is the ability of certain objects (the occluders) to hide other objects (i.e. not send them to the GPU). Just like the view frustum culling, the implementation is based on Bullet's dynamic bounding volume trees.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Occlusion culling is not enabled by default because it is a feature that requires understanding to bring the most benefits. If not used properly, it will just slow down the game. (Not too much, though, as the occlusion processing time is auto regulated.&amp;lt;br&amp;gt; &lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;==== How it works&amp;nbsp; ====&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Occlusion culling is activated when you define at least one occluder in your scene. The Occluder option is in the physics buttons&lt;/del&gt;: &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;[[Image:&amp;lt;!--check--&amp;gt;Dev-GameEngine-occlusion-button.png|center]] &lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;br&amp;gt;The &amp;quot;Occluder&amp;quot; option should only be used on a mesh object. As far as Physics is concerned, it is equivalent to &amp;quot;No collision&amp;quot;.&amp;amp;nbsp; The reason why I chose to make the Occluder mode mutually exclusive with other physics mode is to emphasize on the fact that occluders should be specifically designed for that purpose and not every mesh should be an occluder. However, you can enable the Occlusion capability on physics objects using Python and Logic bricks. We'll come to that. &lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;When an occluder object enters the view frustrum, the BGE builds a ZDepth buffer from the faces of that object. Whether the faces are one-side or two-side is important: only the front faces and two-side faces are used to build the ZDepth buffer. If multiple occluders are in the view frustrum, the BGE combines them and keeps the most foreground faces.&amp;lt;br&amp;gt; &lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The resolution of the ZDepth buffer is controllable in the World settings with the &amp;quot;Occlu Res&amp;quot; button: &lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;[[Image:Dev-GameEngine-occlusion-resolution.png|center]] &lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;By default the resolution is 128 pixels for the largest dimension of the viewport while the resolution of the other dimension is set proportionally. Although 128 is a very low resolution, it is sufficient for the purpose of culling. The resolution can be increased to maximum 1024 but at great CPU&amp;amp;nbsp;expense.&amp;lt;br&amp;gt; &lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The BGE traverses the DBVT tree and for each node checks if it is entirely hidden by the occluders and if so, culls the node (and all the objects it contains).&amp;lt;br&amp;gt; &lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;To further optimize the feature, the BGE builds and uses the ZDepth buffer only when at least one occluder is in the view frustrum. Until then, there is no performance decrease compared to regular view frustrum culling.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;==== How to use it&amp;nbsp; ====&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;There are situations where occlusion culling will not bring any benefit: &lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;*If the occluders are small and don't hide many objects. &amp;lt;br&amp;gt;In that case, occlusion culling is just dragging your CPU&amp;amp;nbsp;down. &lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;*If the occluders are large but hides simple objects.&amp;lt;br&amp;gt;In that case you're better off sending the objects to the GPU. &lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;*If the occluders are large and hides many complex objects but in a very predictable way.&amp;lt;br&amp;gt;Example: a house full of complex objects. Although occlusion culling will perform well in this case, you will get better performance by implementing a specific logic that hides&lt;/del&gt;/&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;unhides the objects; for instance making the objects visible only when the camera enters the house&lt;/del&gt;.&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;br&amp;gt;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Occlusion culling makes most sense when the occluders are large objects (buildings, mountains, ...) that hide many complex objects in an unpredictable way. However, don't be too concerned about performance: even if you use it inappropriately, the performance decrease will be limited due to the structure of the algorithm.&amp;lt;br&amp;gt; &lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Occluders can be visible graphic objects but beware that too many faces will make the ZDepth buffer creation slow. For example, a terrain is not a good candidate for occlusion: too many faces and too many overlap. Occluder can be invisible objects placed inside more complex objects (ex: &amp;quot;in the walls&amp;quot; of a building with complex architecture). Occluders can have &amp;quot;holes&amp;quot; through which you will see objects.&amp;lt;br&amp;gt; &lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Here is a possible workflow to create occluders from a complex terrain: &lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;*duplicate the terrain and make it low poly &lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;*remove all horizontal parts and keep only the high elevation parts &lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;*make all the face invisible and set the Occluder mode.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;To optimize further, you may split the occluder into several objects (make an occluder from each mountain, each wall, etc.) and do the same for the terrain: this way, parts of the terrain that are behind occluders will not be rendered. &lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;You can verify how the occlusion is working by running the game in wireframe mode.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;==== In-game control&amp;nbsp; ====&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;You can turn on&lt;/del&gt;/&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;off the occlusion capability of an object with Python: &lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;pre&amp;gt;obj.occlusion = True&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;obj.setOcclusion(True, False)&amp;nbsp; &amp;nbsp; #param1=occlusion, param2=recurse in children&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;&lt;/del&gt;/&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;pre&amp;gt; &lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The object doesn't need to be defined as an occluder in the GUI: you can enable occlusion capability on any mesh object, including static and dynamic objects during the game. &lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;You can also use the Visibility Actuator:&amp;lt;br&amp;gt; [[Image:&amp;lt;!--check--&amp;gt;Dev-GameEngine-occlusion-brick.png|center]] &lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;br&amp;gt; &lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Note that the layout of the actuator has changed: The Visible&lt;/del&gt;/&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Invisible mutually exclusive buttons have been replaced by two independent buttons: push the button to activate the feature (Visible/Occluding), unpush the button to activate the opposite feature (Invisible/Non-occluding). &lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Note that the actuator sets the Visibility and Occlusion mode at the same time. If you need to set them separately, use Python.&amp;lt;br&amp;gt;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;==== Known limitation&amp;nbsp; ====&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;*If you want to use occlusion culling, you must at least have one occluder at the start of the game. The occluder doesn't need to be in an active layer. After that, you can enable and disable occlusion capability on every mesh objects during the game using on the In-game control.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;!-- diff generator: internal 2009-11-20 21:54:48 --&gt;
&lt;/table&gt;</description>
			<pubDate>Fri, 20 Nov 2009 19:59:37 GMT</pubDate>			<dc:creator>Mindrones</dc:creator>			<comments>http://wiki.blender.org/index.php/Template_talk:Release_Notes/2.49/Game_Engine/Optimization</comments>		</item>
		<item>
			<title>Template:Release Notes/2.49/Game Engine/Optimization/Culling</title>
			<link>http://wiki.blender.org/index.php?title=Template:Release_Notes/2.49/Game_Engine/Optimization/Culling&amp;diff=88125&amp;oldid=prev</link>
			<description>&lt;p&gt;Created page with &amp;#39;== View frustrum culling ==  The Dynamic Bounding Volume Tree (DBVT) broadphase facility of the Bullet Physics Library is used to build a tree of graphical objects in the scene. …&amp;#39;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;== View frustrum culling ==&lt;br /&gt;
&lt;br /&gt;
The Dynamic Bounding Volume Tree (DBVT) broadphase facility of the Bullet Physics Library is used to build a tree of graphical objects in the scene. The elements of the tree are Aabb boxes (Aligned Axis Bounding Boxes) enclosing the objects. This provides good precision in closed and opened scenes. This new culling system is enabled by default but just in case, it can be disabled with a button in the World settings.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
With these improvements, the culling and Scenegraph part of the BGE is as much as 5 times faster than in 2.48. However, the speed up is noticeable only when you have many objects (&amp;amp;gt;100).&lt;br /&gt;
&lt;br /&gt;
== Occlusion culling  ==&lt;br /&gt;
&lt;br /&gt;
Occlusion culling is the ability of certain objects (the occluders) to hide other objects (i.e. not send them to the GPU). Just like the view frustum culling, the implementation is based on Bullet's dynamic bounding volume trees.&lt;br /&gt;
&lt;br /&gt;
Occlusion culling is not enabled by default because it is a feature that requires understanding to bring the most benefits. If not used properly, it will just slow down the game. (Not too much, though, as the occlusion processing time is auto regulated.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==== How it works  ====&lt;br /&gt;
&lt;br /&gt;
Occlusion culling is activated when you define at least one occluder in your scene. The Occluder option is in the physics buttons: &lt;br /&gt;
&lt;br /&gt;
[[Image:&amp;lt;!--check--&amp;gt;Dev-GameEngine-occlusion-button.png|center]] &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;The &amp;quot;Occluder&amp;quot; option should only be used on a mesh object. As far as Physics is concerned, it is equivalent to &amp;quot;No collision&amp;quot;.&amp;amp;nbsp; The reason why I chose to make the Occluder mode mutually exclusive with other physics mode is to emphasize on the fact that occluders should be specifically designed for that purpose and not every mesh should be an occluder. However, you can enable the Occlusion capability on physics objects using Python and Logic bricks. We'll come to that. &lt;br /&gt;
&lt;br /&gt;
When an occluder object enters the view frustrum, the BGE builds a ZDepth buffer from the faces of that object. Whether the faces are one-side or two-side is important: only the front faces and two-side faces are used to build the ZDepth buffer. If multiple occluders are in the view frustrum, the BGE combines them and keeps the most foreground faces.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
The resolution of the ZDepth buffer is controllable in the World settings with the &amp;quot;Occlu Res&amp;quot; button: &lt;br /&gt;
&lt;br /&gt;
[[Image:Dev-GameEngine-occlusion-resolution.png|center]] &lt;br /&gt;
&lt;br /&gt;
By default the resolution is 128 pixels for the largest dimension of the viewport while the resolution of the other dimension is set proportionally. Although 128 is a very low resolution, it is sufficient for the purpose of culling. The resolution can be increased to maximum 1024 but at great CPU&amp;amp;nbsp;expense.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
The BGE traverses the DBVT tree and for each node checks if it is entirely hidden by the occluders and if so, culls the node (and all the objects it contains).&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
To further optimize the feature, the BGE builds and uses the ZDepth buffer only when at least one occluder is in the view frustrum. Until then, there is no performance decrease compared to regular view frustrum culling.&lt;br /&gt;
&lt;br /&gt;
==== How to use it  ====&lt;br /&gt;
&lt;br /&gt;
There are situations where occlusion culling will not bring any benefit: &lt;br /&gt;
&lt;br /&gt;
*If the occluders are small and don't hide many objects. &amp;lt;br&amp;gt;In that case, occlusion culling is just dragging your CPU&amp;amp;nbsp;down. &lt;br /&gt;
*If the occluders are large but hides simple objects.&amp;lt;br&amp;gt;In that case you're better off sending the objects to the GPU. &lt;br /&gt;
*If the occluders are large and hides many complex objects but in a very predictable way.&amp;lt;br&amp;gt;Example: a house full of complex objects. Although occlusion culling will perform well in this case, you will get better performance by implementing a specific logic that hides/unhides the objects; for instance making the objects visible only when the camera enters the house.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Occlusion culling makes most sense when the occluders are large objects (buildings, mountains, ...) that hide many complex objects in an unpredictable way. However, don't be too concerned about performance: even if you use it inappropriately, the performance decrease will be limited due to the structure of the algorithm.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Occluders can be visible graphic objects but beware that too many faces will make the ZDepth buffer creation slow. For example, a terrain is not a good candidate for occlusion: too many faces and too many overlap. Occluder can be invisible objects placed inside more complex objects (ex: &amp;quot;in the walls&amp;quot; of a building with complex architecture). Occluders can have &amp;quot;holes&amp;quot; through which you will see objects.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Here is a possible workflow to create occluders from a complex terrain: &lt;br /&gt;
&lt;br /&gt;
*duplicate the terrain and make it low poly &lt;br /&gt;
*remove all horizontal parts and keep only the high elevation parts &lt;br /&gt;
*make all the face invisible and set the Occluder mode.&lt;br /&gt;
&lt;br /&gt;
To optimize further, you may split the occluder into several objects (make an occluder from each mountain, each wall, etc.) and do the same for the terrain: this way, parts of the terrain that are behind occluders will not be rendered. &lt;br /&gt;
&lt;br /&gt;
You can verify how the occlusion is working by running the game in wireframe mode.&lt;br /&gt;
&lt;br /&gt;
==== In-game control  ====&lt;br /&gt;
&lt;br /&gt;
You can turn on/off the occlusion capability of an object with Python: &lt;br /&gt;
&amp;lt;pre&amp;gt;obj.occlusion = True&lt;br /&gt;
obj.setOcclusion(True, False)    #param1=occlusion, param2=recurse in children&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
The object doesn't need to be defined as an occluder in the GUI: you can enable occlusion capability on any mesh object, including static and dynamic objects during the game. &lt;br /&gt;
&lt;br /&gt;
You can also use the Visibility Actuator:&amp;lt;br&amp;gt; [[Image:&amp;lt;!--check--&amp;gt;Dev-GameEngine-occlusion-brick.png|center]] &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Note that the layout of the actuator has changed: The Visible/Invisible mutually exclusive buttons have been replaced by two independent buttons: push the button to activate the feature (Visible/Occluding), unpush the button to activate the opposite feature (Invisible/Non-occluding). &lt;br /&gt;
&lt;br /&gt;
Note that the actuator sets the Visibility and Occlusion mode at the same time. If you need to set them separately, use Python.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Known limitation  ====&lt;br /&gt;
&lt;br /&gt;
*If you want to use occlusion culling, you must at least have one occluder at the start of the game. The occluder doesn't need to be in an active layer. After that, you can enable and disable occlusion capability on every mesh objects during the game using on the In-game control.&lt;/div&gt;</description>
			<pubDate>Fri, 20 Nov 2009 19:59:08 GMT</pubDate>			<dc:creator>Mindrones</dc:creator>			<comments>http://wiki.blender.org/index.php/Template_talk:Release_Notes/2.49/Game_Engine/Optimization/Culling</comments>		</item>
		<item>
			<title>File:OMD.16.png</title>
			<link>http://wiki.blender.org/index.php?title=File:OMD.16.png&amp;diff=0&amp;oldid=prev</link>
			<description>&lt;p&gt;uploaded &quot;[[&lt;a href=&quot;/index.php/File:OMD.16.png&quot; title=&quot;File:OMD.16.png&quot;&gt;File:OMD.16.png&lt;/a&gt;]]&quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&lt;/div&gt;</description>
			<pubDate>Fri, 20 Nov 2009 19:30:05 GMT</pubDate>			<dc:creator>J.Alcántara</dc:creator>			<comments>http://wiki.blender.org/index.php/File_talk:OMD.16.png</comments>		</item>
		<item>
			<title>Doc:CA/Manual/Introduction/Installing Blender</title>
			<link>http://wiki.blender.org/index.php?title=Doc:CA/Manual/Introduction/Installing_Blender&amp;diff=88123&amp;oldid=prev</link>
			<description>&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Instal·lant des dels Executables:&amp;#32;&lt;/span&gt; &lt;/p&gt;

		&lt;table style=&quot;background-color: white; color:black;&quot;&gt;
		&lt;col class='diff-marker' /&gt;
		&lt;col class='diff-content' /&gt;
		&lt;col class='diff-marker' /&gt;
		&lt;col class='diff-content' /&gt;
		&lt;tr valign='top'&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 19:28, 20 November 2009&lt;/td&gt;
		&lt;/tr&gt;
		&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 2:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 2:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;{{UM/navigator.ca|2.41|Manual.ca/Introduction|Manual.ca/The_Interface}}&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;{{UM/navigator.ca|2.41|Manual.ca/Introduction|Manual.ca/The_Interface}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;=='''Instal·lant des dels Executables'''==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;=='''Instal·lant &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;El Blender &lt;/ins&gt;des dels Executables'''==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;El Blender està disponible en un format executable preparat per funcionar en la majoria dels sistemes operatius. A més també teniu a la vostra disposició el codi font del programa, ja que aquest es distribueix sota la llicència GPL. Totes les versions del programa estan disponibles al lloc web de la seva Fundació (http://www.blender.org/), en un enllaç a la secció 'Downloads'.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;El Blender està disponible en un format executable preparat per funcionar en la majoria dels sistemes operatius. A més també teniu a la vostra disposició el codi font del programa, ja que aquest es distribueix sota la llicència GPL. Totes les versions del programa estan disponibles al lloc web de la seva Fundació (http://www.blender.org/), en un enllaç a la secció 'Downloads'.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;!-- diff generator: internal 2009-11-20 21:54:48 --&gt;
&lt;/table&gt;</description>
			<pubDate>Fri, 20 Nov 2009 19:28:42 GMT</pubDate>			<dc:creator>85.58.85.21</dc:creator>			<comments>http://wiki.blender.org/index.php/Doc_talk:CA/Manual/Introduction/Installing_Blender</comments>		</item>
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			<title>File:OMD.17.png</title>
			<link>http://wiki.blender.org/index.php?title=File:OMD.17.png&amp;diff=0&amp;oldid=prev</link>
			<description>&lt;p&gt;uploaded &quot;[[&lt;a href=&quot;/index.php/File:OMD.17.png&quot; title=&quot;File:OMD.17.png&quot;&gt;File:OMD.17.png&lt;/a&gt;]]&quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&lt;/div&gt;</description>
			<pubDate>Fri, 20 Nov 2009 19:26:08 GMT</pubDate>			<dc:creator>J.Alcántara</dc:creator>			<comments>http://wiki.blender.org/index.php/File_talk:OMD.17.png</comments>		</item>
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			<title>File:GameEngine ObjectType Sensor.png</title>
			<link>http://wiki.blender.org/index.php?title=File:GameEngine_ObjectType_Sensor.png&amp;diff=0&amp;oldid=prev</link>
			<description>&lt;p&gt;uploaded &quot;[[&lt;a href=&quot;/index.php/File:GameEngine_ObjectType_Sensor.png&quot; title=&quot;File:GameEngine ObjectType Sensor.png&quot;&gt;File:GameEngine ObjectType Sensor.png&lt;/a&gt;]]&quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&lt;/div&gt;</description>
			<pubDate>Fri, 20 Nov 2009 19:08:35 GMT</pubDate>			<dc:creator>Mindrones</dc:creator>			<comments>http://wiki.blender.org/index.php/File_talk:GameEngine_ObjectType_Sensor.png</comments>		</item>
		<item>
			<title>Doc:Manual/Game Engine/Logic/Object type/invisibile</title>
			<link>http://wiki.blender.org/index.php?title=Doc:Manual/Game_Engine/Logic/Object_type/invisibile&amp;diff=88117&amp;oldid=prev</link>
			<description>&lt;p&gt;Created page with &amp;#39;=== Invisible ===  If the object is set to &amp;quot;Invisible&amp;quot;, it isn&amp;#39;t rendered in the Game Engine.&amp;#39;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;=== Invisible ===&lt;br /&gt;
&lt;br /&gt;
If the object is set to &amp;quot;Invisible&amp;quot;, it isn't rendered in the Game Engine.&lt;/div&gt;</description>
			<pubDate>Fri, 20 Nov 2009 19:00:38 GMT</pubDate>			<dc:creator>Mindrones</dc:creator>			<comments>http://wiki.blender.org/index.php/Doc_talk:Manual/Game_Engine/Logic/Object_type/invisibile</comments>		</item>
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			<title>User:Geocrist67</title>
			<link>http://wiki.blender.org/index.php?title=User:Geocrist67&amp;diff=0&amp;oldid=prev</link>
			<description>&lt;p&gt;New user account&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&lt;/div&gt;</description>
			<pubDate>Fri, 20 Nov 2009 18:47:15 GMT</pubDate>			<dc:creator>Geocrist67</dc:creator>			<comments>http://wiki.blender.org/index.php/User_talk:Geocrist67</comments>		</item>
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			<title>File:GameEngine ObjectType Occluder.png</title>
			<link>http://wiki.blender.org/index.php?title=File:GameEngine_ObjectType_Occluder.png&amp;diff=0&amp;oldid=prev</link>
			<description>&lt;p&gt;uploaded &quot;[[&lt;a href=&quot;/index.php/File:GameEngine_ObjectType_Occluder.png&quot; title=&quot;File:GameEngine ObjectType Occluder.png&quot;&gt;File:GameEngine ObjectType Occluder.png&lt;/a&gt;]]&quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&lt;/div&gt;</description>
			<pubDate>Fri, 20 Nov 2009 18:40:48 GMT</pubDate>			<dc:creator>Mindrones</dc:creator>			<comments>http://wiki.blender.org/index.php/File_talk:GameEngine_ObjectType_Occluder.png</comments>		</item>
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			<title>File:OMD.18.1.png</title>
			<link>http://wiki.blender.org/index.php?title=File:OMD.18.1.png&amp;diff=0&amp;oldid=prev</link>
			<description>&lt;p&gt;uploaded &quot;[[&lt;a href=&quot;/index.php/File:OMD.18.1.png&quot; title=&quot;File:OMD.18.1.png&quot;&gt;File:OMD.18.1.png&lt;/a&gt;]]&quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&lt;/div&gt;</description>
			<pubDate>Fri, 20 Nov 2009 18:20:31 GMT</pubDate>			<dc:creator>J.Alcántara</dc:creator>			<comments>http://wiki.blender.org/index.php/File_talk:OMD.18.1.png</comments>		</item>
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