I am working on a car simulation using bullet physics and I want to be able to speed up the simulation - even to be able to run the physics simulation as fast as possible.
I tried to call pSpace.update(1/60, 1) (which calls directly DynamicsWorld.stepSimulation), then listen for physicsTick and call this again ( => no waiting for anything). Unfortunately it looks like the thread is not waiting for all the bullet's work done and objects go through surface then (when I got over StackOverflowError).
I would probably need some mechansim to be called by bullet when the computation is done and I can call it again.
Or does bullet have its own clock which cannot be speeden up and I am completely wrong? I see the whole thing that it works as a single computation of forces on given time.
I know that JME3 can speed up bullet by calling stepSimulation(speed * tpf, 4), but it only speeds the simulation 4x on maximum as it makes 4 steps in a row, is this the way?
Thank you very much for anybody's hint.