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Added a note that gravity should be earth like.

Jorrit Rouwe 1 year ago
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      Docs/Architecture.md

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Docs/Architecture.md

@@ -481,7 +481,7 @@ Jolt Physics uses a right handed coordinate system with Y-up. It is easy to use
 
 We use column-major vectors and matrices, this means that to transform a point you need to multiply it on the right hand side: TransformedPoint = Matrix * Point.
 
-Note that the physics simulation works best if you use SI units (meters, radians, seconds, kg). In order for the simluation to be accurate, dynamic objects should be in the order [0.1, 10] meters long and have speeds in the order of [0, 500] m/s. Static object should be in the order [0.1, 2000] meter long. If you are using different units, consider scaling the objects before passing them on to the physics simulation.
+Note that the physics simulation works best if you use SI units (meters, radians, seconds, kg). In order for the simluation to be accurate, dynamic objects should be in the order [0.1, 10] meters long, have speeds in the order of [0, 500] m/s and have gravity in the order of [0, 10] m/s^2. Static object should be in the order [0.1, 2000] meter long. If you are using different units, consider scaling the objects before passing them on to the physics simulation.
 
 # Big Worlds {#big-worlds}