maby you can make a var to change the gravety


now i did it like this
Code:
void onforceandtorque(NewtonBody* body)
{
	float mass, ixx, iyy, izz;
	NewtonBodyGetMassMatrix(body, &mass, &ixx, &iyy, &izz);
	ENTITY *entity = (ENTITY*)NewtonBodyGetUserData(body);
	NewtonBodySetForce(body, vectorf(0,0,gravity_z * mass));
}


overal i cant seem to find any bugs accept that i dont understand the joints parts sometimes

thx flits


"empty"