drop qsg
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doc/images/hello_world.png
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doc/quickstart_guide.docx
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doc/quickstart_guide.docx
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@ -35,9 +35,15 @@ void b3EndProfileScope()
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// using Bounce.
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// using Bounce.
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int main(int argc, char** argv)
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int main(int argc, char** argv)
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{
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{
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// The world. We allocate it using the heap but you can to it
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// on the stack if the stack is sufficiently large.
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b3World* world = new b3World();
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// The world gravity.
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// The world gravity.
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const b3Vec3 gravity(0.0f, -9.8f, 0.0f);
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const b3Vec3 gravity(0.0f, -9.8f, 0.0f);
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world->SetGravity(gravity);
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// The fixed time step size.
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// The fixed time step size.
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const float32 timeStep = 1.0f / 60.0f;
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const float32 timeStep = 1.0f / 60.0f;
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@ -47,11 +53,6 @@ int main(int argc, char** argv)
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// Number of iterations for the position constraint solver.
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// Number of iterations for the position constraint solver.
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const u32 positionIterations = 2;
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const u32 positionIterations = 2;
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// The world-> We allocate it using the heap but you can to it
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// on the stack if the stack is sufficiently large.
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b3World* world = new b3World();
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world->SetGravity(gravity);
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// Create a static ground body at the world origin.
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// Create a static ground body at the world origin.
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b3BodyDef groundDef;
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b3BodyDef groundDef;
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b3Body* ground = world->CreateBody(groundDef);
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b3Body* ground = world->CreateBody(groundDef);
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