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Tweak wording and visuals of configuration.md

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en/manual/physics/configuration.md

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 > [!WARNING]
 > This is a WIP documentation. This page is mostly done.
 
-## Add the Bepu physics dependency to your game
+## Adding Bepu physics to your game
 
-By default, stride will not add the Bepu physics package to your game assembly.
-To do so, you need to add the relevant nuget package.
-You can do it by Right cliking on your game project and then "Add dependency.."
+Some projects may not come with Bepu Physics pre-installed, to add it to your project right click on the **game** project and select `Add dependency...`
 
 ![Add dependency](media/Add-dependency.png)
 
-A new window will open, you can then select "Stride.BepuPhysics" and click "ok".
+A new window will open, select `Stride.BepuPhysics` and click `Ok`.
 
-## Add a simulation
+![Select BepuPhysics](media/bepu-import-dependency-window.png)
 
-When working with BepuPhysics, you handle your simulation(s) and all their settings.
-To do so, go into the "asset view" and open your gameSettings.
-Then, you have to "Add configuration" and select "Bepu configuration".
-Inside this bepu configuration, you can have multiple simulation. 
-Let's add just one for simplicity in this manual.
+The editor may or may not reload the assemblies automatically depending on your settings, if it does not, press the `Assembly Reload` button.
 
-You should now have something like that :
+![Reload assemblies](media/bepu-import-assembly-reload.png)
+
+You can now add Bepu's own physics component, but before playing around with that, you may want to add the physics configuration section to your game's settings.
+
+## Configuring Physics
+
+To manage Bepu's simulation configuration, in the `Asset View` pane, select your `GameSettings` asset which is at the root of your asset folder, look at the property grid, press on the `+` sign next to `Add configuration` and select `Bepu Configuration`
+
+![Create settings](media/bepu-import-settings.png)
+
+You can set up and control the different simulations your game hosts from this section. 
+Add your first Simulation by pressing on the green `+` sign next to `Bepu Simulations`.
+
+You should now have something like that:
 
 ![Bepu configuration](media/Bepu-configuration.png)
 
-## Simulation settings
-
-As said before, you can create multiple simulations to set up different simulations with their own settings. 
-These settings allow editing simulation global parameters, enabling customization and fine-tuning of the physics environment to suit specific requirements.
-
-### Properties
-
-1. Associated Scene
-   - **Type:** UrlReference
-   - **Description:** Allows you to wich scene this simulation will run. Note that you can implement your own SceneSelector and not use this.
-
-2. Collisions
-   - **Type:** CollisionMask
-   - **Description:** Allow you to define wich group of collider react to others.
-   
-3. Solver Iteration
-   - **Type:** int
-   - **Description:** Controls the number of iterations for the solver. *(Refer to [Bepu Docs](https://github.com/bepu/bepuphysics2) for more details.)*
-   
-4. Solve Sub Step
-   - **Type:** int
-   - **Description:** Specifies the number of sub-steps for solving. *(Refer to [Bepu Docs](https://github.com/bepu/bepuphysics2) for more details.)*
-   
-5. Soft Start (duration & factor)
-   - **Type:** TimeSpan & integer
-   - **Description:** Allow you to start the scene with a larger number of sub step during a time. It may help loading a scene that explose on load.
-
-6. Per body attribute
-   - **Type:** bool
-   - **Description:** Enabled by default, make the PoseIntegrator handle some attributes specific to each collidables. Disabling may speed up the simulation step, at the cost of lost features.
-   - **Current per body attributes** Gravity
-   
-7. Linear Damping
-   - **Type:** float
-   - **Description:** Controls linear damping. *(Refer to [Bepu Docs](https://github.com/bepu/bepuphysics2) for more details.)*
-   
-8. Angular Damping
-   - **Type:** float
-   - **Description:** Controls angular damping. *(Refer to [Bepu Docs](https://github.com/bepu/bepuphysics2) for more details.)*
-
-9. Fixed Time Step
-   - **Type:** float, in seconds
-   - **Description:** Specifies the number of milliseconds per step to simulate.
-
-10. Time Scale
-   - **Type:** float
-   - **Description:** Allows you to choose the speed of the simulation (real time multiplicator).
-
-11. Max Steps/Frame
-   - **Type:** int
-   - **Description:** Represents the maximum number of steps per frame to avoid a death loop. *(Refer to [Bepu Docs](https://github.com/bepu/bepuphysics2) for more details. Warning: You may lose real-time physics.)*
-   - **Note:** Imagine you have a Simulation Fixed Step of 10ms & 3 MaxStep/frame. This mean that each frame can simulate max 30ms. 1000 / 30 = ~34. If your simulation run at lower than 34 FPS, you will loose realtime physics. 
-
-12. Parallel update
-   - **Type:** bool
-   - **Description:** Allows updating Stride's entities' transform in parallel.
-   
-13. Deterministic
-   - **Type:** bool
-   - **Description:** Allows you to make the simulation "Computer deterministic". *(Refer to [Bepu Docs](https://github.com/bepu/bepuphysics2) for more details.)*
+### Simulation Settings
+
+These settings control the rules and parameters your physics simulation run under, enabling customization and fine-tuning of the physics environment to suit your game's requirements.
+You may also create multiple simulations and distribute your physics object between them depending on your needs.
+
+Have a look at the [API](https://doc.stride3d.net/latest/en/api/index.html) for more detail on what each property does.

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