minor: Change configuration text in config files to reflect the existing situation of BulletSim as the default physics engine.
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95eeb4dde8
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@ -204,11 +204,12 @@
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; meshing = ZeroMesher
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;; Choose one of the physics engines below
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;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} OpenDynamicsEngine
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;; OpenDynamicsEngine is by some distance the most developed physics engine
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;; BulletSim is experimental and in active development.
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;; basicphysics effectively does not model physics at all, making all
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;; objects phantom.
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;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} BulletSim
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;; BulletSim is the default physics engine. It provides the best performance and most functionality.
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;; BulletSim supports varregions.
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;; OpenDynamicsEngine was the previous default physics engine in OpenSimulator 0.7.6.1 and before.
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;; It continues to provide a workable physics implementation. It does not currently support varregions.
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;; basicphysics effectively does not model physics at all, making all objects phantom.
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;; Default is OpenDynamicsEngine
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; physics = OpenDynamicsEngine
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; physics = BulletSim
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@ -234,9 +234,12 @@
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; to false if you have compatibility problems.
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;CacheSculptMaps = true
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; Choose one of the physics engines below.
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; BulletSim is a high performance physics engine. It is the default OpenSimulator physics engine
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; OpenDynamicsEngine is another developed physics engine that was the previous default in OpenSimulator 0.7.6 and before
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;; BulletSim is the default physics engine. It provides the best performance and most functionality.
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;; BulletSim supports varregions.
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;; OpenDynamicsEngine was the previous default physics engine in OpenSimulator 0.7.6.1 and before.
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;; It continues to provide a workable physics implementation. It does not currently support varregions.
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;; basicphysics effectively does not model physics at all, making all objects phantom.
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;; Default is OpenDynamicsEngine
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physics = BulletSim
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;physics = modified_BulletX
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;physics = OpenDynamicsEngine
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