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This variable is obsolete.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
Q

p_joint_damage_accum_threshold

A

Damage threshold (0..1) for p_joint_damage_accum

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26
Q

p_joint_gravity_step

A

Time step used for gravity in breakable joints (larger = stronger gravity effects)

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27
Q

p_jump_to_profile_ent

A

Move the local player next to the corresponding entity in the p_profile_entities list

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28
Q

p_lattice_max_iters

A

Limits the number of iterations of lattice tension solver

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29
Q

p_limit_simple_solver_energy

A

Specifies whether the energy added by the simple solver is limited (0 or 1)

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30
Q

p_list_active_objects

A

TODO

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31
Q

p_log_lattice_tension

A

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

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32
Q

p_max_approx_caps

A

Maximum number of capsule approximation levels for breakable trees

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33
Q

p_max_contact_gap

A

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.

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34
Q

p_max_contact_gap_player

A

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.

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35
Q

p_max_contact_gap_simple

A

Specifies the maximum contact gap for objects that use the simple solver

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36
Q

p_max_contacts

A

Maximum contact number, after which contact reduction mode is activated

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37
Q

p_max_debris_mass

A

Broken pieces with mass<=this limit use debris collision settings

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38
Q

p_max_entity_cells

A

Limits the number of entity grid cells an entity can occupy

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39
Q

p_max_LCPCG_contacts

A

Maximum number of contacts that LCPCG solver is allowed to handle

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40
Q

p_max_LCPCG_fruitless_iters

A

Maximum number of LCP CG iterations w/o improvement (defined by p_min_LCPCGimprovement)

41
Q

p_max_LCPCG_iters

A

Maximum number of LCP CG iterations

42
Q

p_max_LCPCG_microiters

A

Limits the total number of per-contact iterations during one LCP CG iteration
(number of microiters = number of subiters * number of contacts)

43
Q

p_max_LCPCG_microiters_final

A

Same as p_max_LCPCG_microiters, but for the final LCP CG iteration

44
Q

p_max_LCPCG_subiters

A

Limits the number of LCP CG solver inner iterations (should be of the order of the number of contacts)

45
Q

p_max_LCPCG_subiters_final

A

Limits the number of LCP CG solver inner iterations during the final iteration (should be of the order of the number of contacts)

46
Q

p_max_MC_iters

A

Specifies the maximum number of microcontact solver iterations per contact

47
Q

p_max_MC_mass_ratio

A

Maximum mass ratio between objects in an island that MC solver is considered safe to handle

48
Q

p_max_MC_vel

A

Maximum object velocity in an island that MC solver is considered safe to handle

49
Q

p_max_object_splashes

A

Specifies how many splash events one entity is allowed to generate

50
Q

p_max_plane_contacts

A

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
Q

p_max_plane_contacts_distress

A

Same as p_max_plane_contacts, but is effective if total number of contacts is above p_max_contacts

52
Q

p_max_player_velocity

A

Clamps players’ velocities to this value

53
Q

p_max_spu_rwi_cells

A

Could be used to balance RWI perfrmance on SPUs

54
Q

p_max_substeps

A

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
Q

p_max_substeps_large_group

A

Limits the number of substeps large groups of objects can make

56
Q

p_max_unproj_vel

A

Limits the maximum unprojection velocity request

57
Q

p_max_velocity

A

Clamps physicalized objects’ velocities to this value

58
Q

p_max_world_step

A

Specifies the maximum step physical world can make (larger steps will be truncated)

59
Q

p_min_LCPCG_improvement

A

Defines a required residual squared length improvement, in fractions of 1

60
Q

p_min_MC_iters

A

Specifies the minmum number of microcontact solver iterations per contact set (this has precedence over p_max_mc_iters)

61
Q

p_min_separation_speed

A

Used a threshold in some places (namely, to determine when a particle
goes to rest, and a sliding condition in microcontact solver)

62
Q

p_net_angsnapmul

A

Multiplier to expand the p_net_minsnapdot based on the objects angular velocity

63
Q

p_net_minsnapdist

A

Minimum distance between server position and client position at which to start snapping

64
Q

p_net_minsnapdot

A

Minimum quat dot product between server orientation and client orientation at which to start snapping

65
Q

p_net_smoothtime

A

How much time should non-snapped positions take to synchronize completely?

66
Q

p_net_velsnapmul

A

Multiplier to expand the p_net_minsnapdist based on the objects velocity

67
Q

p_num_bodies_large_group

A

Group size to be used with p_max_substeps_large_group, in bodies

68
Q

p_num_jobs

A

Specifies the number of jobs for phys.sim.(used by phys job simulation mode)

69
Q

p_num_startup_overload_checks

A

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
Q

p_num_threads

A

The number of internal physics threads

71
Q

p_penalty_scale

A

Scales the penalty impulse for objects that use the simple solver

72
Q

p_players_can_break

A

Whether living entities are allowed to break static objects with breakable joints

73
Q

p_pool_size

A

Specifies the size of the pool used for job based phys.sim.(used by SPUs)

74
Q

p_profile

A

Enables group profiling of physical entities

75
Q

p_profile_entities

A

Enables per-entity time step profiling

76
Q

p_profile_functions

A

Enables detailed profiling of physical environment-sampling functions

77
Q

p_prohibit_unprojection

A

This variable is obsolete.

78
Q

p_proxy_highlight_range

A

Physics proxies with triangle counts >= p_proxy_highlight_threshold+p_proxy_highlight_range will get the maximum highlight

79
Q

p_proxy_highlight_threshold

A

Physics proxies with triangle counts large than this will be highlighted

80
Q

p_ray_fadein

A

Fade-in time for ray physics helpers

81
Q

p_ray_peak_time

A

Rays that take longer then this (in ms) will use different color

82
Q

p_rope_collider_size_limit

A

Disables rope collisions with meshes having more triangles than this (0-skip the check)

83
Q

p_single_step_mode

A

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
Q

p_skip_redundant_colldet

A

Specifies whether to skip furher collision checks between two convex objects using the simple solver
when they have enough contacts between them

85
Q

p_splash_dist0

A

Range start for splash event distance culling

86
Q

p_splash_dist1

A

Range end for splash event distance culling

87
Q

p_splash_force0

A

Minimum water hit force to generate splash events at p_splash_dist0

88
Q

p_splash_force1

A

Minimum water hit force to generate splash events at p_splash_dist1

89
Q

p_splash_vel0

A

Minimum water hit velocity to generate splash events at p_splash_dist0

90
Q

p_splash_vel1

A

Minimum water hit velocity to generate splash events at p_splash_dist1

91
Q

p_sync_rwi_use_spu

A

Enables synchronous rwis to be executed on the spu. Note: This is mostly used for debugging

92
Q

p_tick_breakable

A

Sets the breakable objects structure update interval

93
Q

p_time_granularity

A

Sets physical time step granularity.
Usage: p_time_granularity [0..0.1]
Used for internal tweaking only.

94
Q

p_unproj_vel_scale

A

Requested unprojection velocity is set equal to penetration depth multiplied by this number

95
Q

p_use_distance_contacts

A

Allows to use distance-based contacts (is forced off in multiplayer)

96
Q

p_use_unproj_vel

A

Allows to use distance-based contacts (is forced off in multiplayer)

97
Q

p_use_unproj_vel

A

internal solver tweak

98
Q

p_wireframe_distance

A

Maximum distance at which wireframe is drawn on physics helpers