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| - The sandbox is the area where the robotic simulation takes place. The robot is constructed, controled, and interacts with other objects in the game in the sandbox. The sandbox contains one major part- a platform. The platform is a flat, green rectangle with rounded ends, and it is decorated with circles colored diffrent shades of green than the platform. The platform Is the only object in the game that interacts with both coliding and non-coliding shapes. In Incredibots 2, it is possible to choose the color of the sandbox, and it is also possible to choosebetween the regular platform, a box shape, or no platform at all.
- Game physics is the way in which the laws of nature are simulated in a computer game. This article focuses on the problems with simulating gravity in a way that is fair for all OpenArena players and independent of their personal hardware and game settings. The different ways this may work are frame rate dependent, fixed frame rate and accurate physics. You can select one of them when creating a custom match (multiplayer or skirmish) from the menu, or using console commands according to the info you find in this page.
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abstract
| - The sandbox is the area where the robotic simulation takes place. The robot is constructed, controled, and interacts with other objects in the game in the sandbox. The sandbox contains one major part- a platform. The platform is a flat, green rectangle with rounded ends, and it is decorated with circles colored diffrent shades of green than the platform. The platform Is the only object in the game that interacts with both coliding and non-coliding shapes. In Incredibots 2, it is possible to choose the color of the sandbox, and it is also possible to choosebetween the regular platform, a box shape, or no platform at all.
- Game physics is the way in which the laws of nature are simulated in a computer game. This article focuses on the problems with simulating gravity in a way that is fair for all OpenArena players and independent of their personal hardware and game settings. The different ways this may work are frame rate dependent, fixed frame rate and accurate physics. You can select one of them when creating a custom match (multiplayer or skirmish) from the menu, or using console commands according to the info you find in this page. At standard 800 gravity, jump height/lenght with "accurate" physics is slightly shorter than with "fixed 125 Hz" physics, and longer than with "fixed 90 Hz" physics. Note: if you are searching the variables to manually control in-game gravity, speed and knockback, see Special game options#Game physics instead. If you are searching info about "Vanilla" and "CPM" physics, see the dedicated section later in this page. Hint: if the server is using "fixed" or "accurate" physics, each client's com_maxfps value does not influence player's jumps anymore... anyway it continues to control the number of frames-per-second rendered on their screens, and clients should continue to set it to a value their machine can handle constantly (e.g. setting it to 0 -no limit- is a bad idea). To map creators: it is strongly advisable to test the maps you create, to be sure they are playable (e.g. all platforms are reachable) with "Accurate" physics and with "Fixed 90 Hz" and with "Fixed 125 Hz" physics. You should make maps playable with all three these settings. Examples: jump-pads and accelerator pads pushing may require some tweak to do not send the player off-target; some obstacles should or should not be taller than "x" units; some jumps (gaps) may require to be a little shorter; etc. Also consider that "accurate physics" (used by default since OA 0.8.5) is not supported by many old mods designed for Q3A.
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