World:update

Edit

Updates the World, advancing the physics simulation forward in time and resolving collisions between colliders in the World.

World:update(dt, resolver)

Arguments

NameTypeDefaultDescription
dtnumber The amount of time to advance the simulation forward.
resolverfunctionnil The collision resolver function to use. This will be called before updating to allow for custom collision processing. If absent, a default will be used.

Returns

Nothing

Notes

It is common to pass the dt variable from lovr.update into this function.

The default collision resolver function is:

function defaultResolver(world)
  world:computeOverlaps()
  for shapeA, shapeB in world:overlaps() do
    world:collide(shapeA, shapeB)
  end
end

Additional logic could be introduced to the collision resolver function to add custom collision behavior or to change the collision parameters (like friction and restitution) on a per-collision basis.

If possible, use a fixed timestep value for updating the World. It will greatly improve the accuracy of the simulation and reduce bugs. For more information on implementing a fixed timestep loop, see this article.

See also