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- added linear limits to btGeneric6DofConstraint and made sure the linear axis are in local space of objectA
- use microseconds instead of milliseconds for deltatime
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@@ -142,7 +142,7 @@ void UserCollisionAlgorithm::clientMoveAndDisplay()
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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float dt = m_clock.getTimeMilliseconds() * 0.001f;
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float dt = m_clock.getTimeMicroseconds() * 0.000001f;
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m_clock.reset();
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