Hi there. I have a function:
apply_torque($CameraPivot.transform.basis.x*rolling_force*delta)
And I'm not sure if I should multiply by delta inside the physical functions or not. Documentation says:
Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
And for the apply_torque_impulse says:
An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
I wonder if time-independent and time-dependent has anything to do with multiplication by delta. Considering the rolling_force should be 100,000 to make the ball move at a regular speed (in my project), I think the apply_torque function does use delta internally. I need to make sure though...
By the way, I googled the subject, but couldn't find a comprehensive guide on when to use and when not to use delta. If there is any link/explanation it would be great if you share it here.
Thanks a lot