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September 08, 2010, 02:21:00 am
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Author Topic: PhysicsGameState vs. PhysicsMultiThreadedGameState  (Read 200 times)
mhelz0001
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« on: March 10, 2010, 05:01:02 am »

Enlighten me on this.... is what I am thinking correct? that PhysicsMultithreadedGameState permits the user to control whether showPhysics=true or showPhysics=false
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Bonechilla
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« Reply #1 on: March 10, 2010, 07:29:54 am »

erm with jme 2.0 ODE physics i would advise not to use the physicsMultiThreadedGameState it doesn't work as intended and causes intense headaches after extended use in game development lol

are you talking about the physics bounds i would say check the render method in physicsGameState look for
Code:
PhysicsDebugger.drawPhysics
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updateRenderstate() epidemic of 2008-??
mhelz0001
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« Reply #2 on: March 10, 2010, 08:12:51 am »

nah.. I wasn't talking about that... you see, I am working on a simulator application... so it is very important for me to have control on play, pause, stop and rewind of the simulation
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