07.01.2016, 08:46
Timers should work fine there.
...and CR_IsMoving returns true if the object has a non zero velocity whereas CR_Active checks whether the object is active or not. If an object is inactive you cannot set it's linear and angular velocities and other dynamics related stuff. Note: An inactive object will get activated for a few milliseconds if another (active)object, by passes it in such a way that their AABBs intersect each other.
...and CR_IsMoving returns true if the object has a non zero velocity whereas CR_Active checks whether the object is active or not. If an object is inactive you cannot set it's linear and angular velocities and other dynamics related stuff. Note: An inactive object will get activated for a few milliseconds if another (active)object, by passes it in such a way that their AABBs intersect each other.