P_Physics Flashcards

1
Q

p_accuracy_LCPCG

A

Desired accuracy of LCP CG solver (velocity-related, m/s)

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2
Q

p_accuracy_LCPCG_no_improvement

A

Required LCP CG accuracy that allows to stop if there was no improvement after p_max_LCPCG_fruitless_iters

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3
Q

p_accuracy_MC

A

Desired accuracy of microcontact solver (velocity-related, m/s)

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4
Q

p_approx_caps_len

A

Breakable trees are approximated with capsules of this length (0 disables approximation)

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5
Q

p_async_rwi_use_spu

A

Enables asynchronous rwis to be executed on the spu

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6
Q

p_break_on_validation

A

Toggles break on validation error.
Usage: p_break_on_validation [0/1]
Default is 0 (off). Issues DebugBreak() call in case of
a physics parameter validation error.

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7
Q

p_CharacterIK

A

Toggles character IK.
Usage: p_characterik [0/1]
Default is 1 (on). Set to 0 to disable inverse kinematics.

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8
Q

p_check_out_of_bounds

A

Check for physics entities outside world (terrain) grid:

1 - Enable raycasts; 2 - Enable proximity checks; 3 - Both

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9
Q

p_collision_mode

A

This variable is obsolete.

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10
Q

p_cull_distance

A

Culling distance for physics helpers rendering

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11
Q

p_damping_group_size

A

Sets contacting objects group size
before group damping is used.Usage: p_damping_group_size 3
Used for internal tweaking only.

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12
Q

p_debug_explosions

A

Turns on explosions debug mode

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13
Q

p_debug_joints

A

If set, breakable objects will log tensions at the weakest spots

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14
Q

p_do_step

A

Steps physics system forward when in single step mode.
Usage: p_do_step 1
Default is 0 (off). Each ‘p_do_step 1’ instruction allows
the physics system to advance a single step.

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15
Q

p_draw_helpers

A

Same as p_draw_helpers_num, but encoded in letters
Usage [Entity_Types][Helper_Types] - [t|s|r|R|l|i|g|a|y|e][g|c|b|l|t(#)]
Entity Types:
t - show terrain
s - show static entities
r - show sleeping rigid bodies
R - show active rigid bodies
l - show living entities
i - show independent entities
g - show triggers
a - show areas
y - show rays in RayWorldIntersection
e - show explosion occlusion maps
Helper Types
g - show geometry
c - show contact points
b - show bounding boxes
l - show tetrahedra lattices for breakable objects
j - show structural joints (will force translucency on the main geometry)
t(#) - show bounding volume trees up to the level #
f(#) - only show geometries with this bit flag set (multiple f’s stack)
Example: p_draw_helpers larRis_g - show geometry for static, sleeping, active, independent entities and areas

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16
Q

p_draw_helpers_num

A

Toggles display of various physical helpers. The value is a bitmask:
bit 0 - show contact points
bit 1 - show physical geometry
bit 8 - show helpers for static objects
bit 9 - show helpers for sleeping physicalized objects (rigid bodies, ragdolls)
bit 10 - show helpers for active physicalized objects
bit 11 - show helpers for players
bit 12 - show helpers for independent entities (alive physical skeletons,particles,ropes)
bits 16-31 - level of bounding volume trees to display (if 0, it just shows geometry)
Examples: show static objects - 258, show active rigid bodies - 1026, show players - 2050

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17
Q

p_enforce_contacts

A

This variable is obsolete.

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18
Q

p_ent_grid_use_obb

A

Whether to use OBBs rather than AABBs for the entity grid setup for brushes

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19
Q

p_fixed_timestep

A

Toggles fixed time step mode.Usage: p_fixed_timestep [0/1]
Forces fixed time step when set to 1. When set to 0, the
time step is variable, based on the frame rate.

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20
Q

p_fly_mode

A

Toggles fly mode.

Usage: p_fly_mode [0/1]

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21
Q

p_GEB_max_cells

A

Specifies the cell number threshold after which GetEntitiesInBox issues a warning

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22
Q

p_gravity_z

A

todo

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23
Q

p_group_damping

A

Toggles damping for object groups.
Usage: p_group_damping [0/1]
Default is 1 (on). Used for internal tweaking only.

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24
Q

p_joint_damage_accum

A

Fraction of damage (tension) accumulated by breakable joints

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25
p_joint_damage_accum_threshold
Damage threshold (0..1) for p_joint_damage_accum
26
p_joint_gravity_step
Time step used for gravity in breakable joints (larger = stronger gravity effects)
27
p_jump_to_profile_ent
Move the local player next to the corresponding entity in the p_profile_entities list
28
p_lattice_max_iters
Limits the number of iterations of lattice tension solver
29
p_limit_simple_solver_energy
Specifies whether the energy added by the simple solver is limited (0 or 1)
30
p_list_active_objects
TODO
31
p_log_lattice_tension
If set, breakable objects will log tensions at the weakest spots
32
p_max_approx_caps
Maximum number of capsule approximation levels for breakable trees
33
p_max_contact_gap
Sets the gap, enforced whenever possible, between contacting physical objects.Usage: p_max_contact_gap 0.01 This variable is used for internal tweaking only.
34
p_max_contact_gap_player
Sets the safe contact gap for player collisions with the physical environment.Usage: p_max_contact_gap_player 0.01 This variable is used for internal tweaking only.
35
p_max_contact_gap_simple
Specifies the maximum contact gap for objects that use the simple solver
36
p_max_contacts
Maximum contact number, after which contact reduction mode is activated
37
p_max_debris_mass
Broken pieces with mass<=this limit use debris collision settings
38
p_max_entity_cells
Limits the number of entity grid cells an entity can occupy
39
p_max_LCPCG_contacts
Maximum number of contacts that LCPCG solver is allowed to handle
40
p_max_LCPCG_fruitless_iters
Maximum number of LCP CG iterations w/o improvement (defined by p_min_LCPCGimprovement)
41
p_max_LCPCG_iters
Maximum number of LCP CG iterations
42
p_max_LCPCG_microiters
Limits the total number of per-contact iterations during one LCP CG iteration (number of microiters = number of subiters * number of contacts)
43
p_max_LCPCG_microiters_final
Same as p_max_LCPCG_microiters, but for the final LCP CG iteration
44
p_max_LCPCG_subiters
Limits the number of LCP CG solver inner iterations (should be of the order of the number of contacts)
45
p_max_LCPCG_subiters_final
Limits the number of LCP CG solver inner iterations during the final iteration (should be of the order of the number of contacts)
46
p_max_MC_iters
Specifies the maximum number of microcontact solver iterations *per contact*
47
p_max_MC_mass_ratio
Maximum mass ratio between objects in an island that MC solver is considered safe to handle
48
p_max_MC_vel
Maximum object velocity in an island that MC solver is considered safe to handle
49
p_max_object_splashes
Specifies how many splash events one entity is allowed to generate
50
p_max_plane_contacts
Maximum number of contacts lying in one plane between two rigid bodies (the system tries to remove the least important contacts to get to this value)
51
p_max_plane_contacts_distress
Same as p_max_plane_contacts, but is effective if total number of contacts is above p_max_contacts
52
p_max_player_velocity
Clamps players' velocities to this value
53
p_max_spu_rwi_cells
Could be used to balance RWI perfrmance on SPUs
54
p_max_substeps
Limits the number of substeps allowed in variable time step mode. Usage: p_max_substeps 5 Objects that are not allowed to perform time steps beyond some value make several substeps.
55
p_max_substeps_large_group
Limits the number of substeps large groups of objects can make
56
p_max_unproj_vel
Limits the maximum unprojection velocity request
57
p_max_velocity
Clamps physicalized objects' velocities to this value
58
p_max_world_step
Specifies the maximum step physical world can make (larger steps will be truncated)
59
p_min_LCPCG_improvement
Defines a required residual squared length improvement, in fractions of 1
60
p_min_MC_iters
Specifies the minmum number of microcontact solver iterations *per contact set* (this has precedence over p_max_mc_iters)
61
p_min_separation_speed
Used a threshold in some places (namely, to determine when a particle goes to rest, and a sliding condition in microcontact solver)
62
p_net_angsnapmul
Multiplier to expand the p_net_minsnapdot based on the objects angular velocity
63
p_net_minsnapdist
Minimum distance between server position and client position at which to start snapping
64
p_net_minsnapdot
Minimum quat dot product between server orientation and client orientation at which to start snapping
65
p_net_smoothtime
How much time should non-snapped positions take to synchronize completely?
66
p_net_velsnapmul
Multiplier to expand the p_net_minsnapdist based on the objects velocity
67
p_num_bodies_large_group
Group size to be used with p_max_substeps_large_group, in bodies
68
p_num_jobs
Specifies the number of jobs for phys.sim.(used by phys job simulation mode)
69
p_num_startup_overload_checks
For this many frames after loading a level, check if the physics gets overloaded and freezes non-player physicalized objects that are slow enough
70
p_num_threads
The number of internal physics threads
71
p_penalty_scale
Scales the penalty impulse for objects that use the simple solver
72
p_players_can_break
Whether living entities are allowed to break static objects with breakable joints
73
p_pool_size
Specifies the size of the pool used for job based phys.sim.(used by SPUs)
74
p_profile
Enables group profiling of physical entities
75
p_profile_entities
Enables per-entity time step profiling
76
p_profile_functions
Enables detailed profiling of physical environment-sampling functions
77
p_prohibit_unprojection
This variable is obsolete.
78
p_proxy_highlight_range
Physics proxies with triangle counts >= p_proxy_highlight_threshold+p_proxy_highlight_range will get the maximum highlight
79
p_proxy_highlight_threshold
Physics proxies with triangle counts large than this will be highlighted
80
p_ray_fadein
Fade-in time for ray physics helpers
81
p_ray_peak_time
Rays that take longer then this (in ms) will use different color
82
p_rope_collider_size_limit
Disables rope collisions with meshes having more triangles than this (0-skip the check)
83
p_single_step_mode
Toggles physics system 'single step' mode.Usage: p_single_step_mode [0/1] Default is 0 (off). Set to 1 to switch physics system (except players) to single step mode. Each step must be explicitly requested with a 'p_do_step' instruction.
84
p_skip_redundant_colldet
Specifies whether to skip furher collision checks between two convex objects using the simple solver when they have enough contacts between them
85
p_splash_dist0
Range start for splash event distance culling
86
p_splash_dist1
Range end for splash event distance culling
87
p_splash_force0
Minimum water hit force to generate splash events at p_splash_dist0
88
p_splash_force1
Minimum water hit force to generate splash events at p_splash_dist1
89
p_splash_vel0
Minimum water hit velocity to generate splash events at p_splash_dist0
90
p_splash_vel1
Minimum water hit velocity to generate splash events at p_splash_dist1
91
p_sync_rwi_use_spu
Enables synchronous rwis to be executed on the spu. Note: This is mostly used for debugging
92
p_tick_breakable
Sets the breakable objects structure update interval
93
p_time_granularity
Sets physical time step granularity. Usage: p_time_granularity [0..0.1] Used for internal tweaking only.
94
p_unproj_vel_scale
Requested unprojection velocity is set equal to penetration depth multiplied by this number
95
p_use_distance_contacts
Allows to use distance-based contacts (is forced off in multiplayer)
96
p_use_unproj_vel
Allows to use distance-based contacts (is forced off in multiplayer)
97
p_use_unproj_vel
internal solver tweak
98
p_wireframe_distance
Maximum distance at which wireframe is drawn on physics helpers