SetCameraPosition( 1, 0.0, 100.0, 100.0 )
SetCameraLookAt( 1, 0.0, 0.0, 0.0, 0.0 )
// Need to Create Physics World before we do anything with Physics!!
// By Default 1 AGK Unit = 1 Centimeter in most 3D App Units
Create3DPhysicsWorld( 100 ) // AGK Units per Meter
Set3DPhysicsGravity( 0.0, -9.81, 0.0 ) // Gravity Direction X, Y, Z and Strength in Meters / Second
// Create Objects and Setup Physics
objSphere = CreateObjectSphere( 10.0, 32, 16 )
SetObjectColor( objSphere, 64, 64, 128, 0 )
SetObjectPosition( objSphere, 0.0, 100.0, 0.0 )
Create3DPhysicsDynamicBody( objSphere ) // Create a Dynamic Physics Body for the Sphere
SetObjectShapeSphere( objSphere, 10.0 )
objGround = CreateObjectPlane( 100.0, 100.0 )
SetObjectRotation( objGround, 90.0, 0.0, 0.0 )
SetObjectColor( objGround, 64, 128, 92, 0 )
Create3DPhysicsStaticBody( objGround ) // Create a Static Physics Body for the Ground Plane
// As a note AGK use X,Y,Z as the Axis Ordering; meaning Y is our Up-Down Axis
// Some 3D Apps, such-as Blender and 3D Studio Max are "Quake" or "Unreal" Orienated
// Meaning they use X,Z,Y Axis Ordering; where Z is uses as the Up-Down Axis
// We can actually changes this in AGK, but the Default is X,Y,Z
Step3DPhysicsWorld() // MUST be called before Sync() or Update()
This example will set the Physics to where 1.0 = 1 Metre within the Physics Simulation; as such we can use 9.81 as our Graphics (Y is our Gravity Axis., -9.81 means we want objects to go Down at 9.81m/s).
If we use 1.0 (like you do) then remember the values are how many of those Units / Second are calculated; as such you're working in Centimetres.
Of course, keep in mind that this is "Accurate"., which often isn't ideal for actual gameplay.
Common practise is to reduce this to say 40-60% Scaling., as this slows down the simulation enough for more enjoyable gameplay.
TheGameCreators for example set this to 40% by Default., although *how* they come to this calculation is interesting; by calculating Inches / Metres for 6ft of Distance.
I'd argue this confuses things somewhat... and just look at it as 100 = 100% Speed., 40 = 40% Speed; and as noted for "Comfortable" Gameplay Physics you want it somewhere ~50% real speed.
You can actually change this at anytime; so say you wanted to introduce bullet time like gameplay (like Super Hot) you could say reduce it to 20% or even 10%.