Fixed a bug while stepping the simulation, bullet requires the timeStep in seconds, but I was passing milliseconds to it. In other words, the physics simulation should now be truly framerate independent.
Fixed a bug while stepping the simulation, bullet requires the timeStep in seconds, but I was passing milliseconds to it. In other words, the physics simulation should now be truly framerate independent.

PanosK92/Directus3D,PanosK92/Directus3D