diff -r ceaf80f9f08c22b065c208ac2ac02507c4e43669 -r 26fa1f6870d6325a22c50e4f792827b2c732edb9 axios/Axios_settings.cs --- a/axios/Axios_settings.cs Wed Jan 02 17:45:30 2013 -0600 +++ b/axios/Axios_settings.cs Sun Jan 27 22:26:00 2013 -0600 @@ -119,6 +119,9 @@ * - Adding extension to mousestate (Position) to get a Vector2 object of the position * - Added MouseAimVector to AGS - this allows you to get a vector to "shoot" with (realtive to the mouse and another object) a LinearVelocity in Farseer * + * 1.0.1.8 - 1/12/2012 + * - Adding UseSecondStep flag in PhysicsGameScreen (default false) + * */ #endregion diff -r ceaf80f9f08c22b065c208ac2ac02507c4e43669 -r 26fa1f6870d6325a22c50e4f792827b2c732edb9 axios/ScreenSystem/PhysicsGameScreen.cs --- a/axios/ScreenSystem/PhysicsGameScreen.cs Wed Jan 02 17:45:30 2013 -0600 +++ b/axios/ScreenSystem/PhysicsGameScreen.cs Sun Jan 27 22:26:00 2013 -0600 @@ -21,7 +21,7 @@ private float _agentTorque; private FixedMouseJoint _fixedMouseJoint; private Body _userAgent; - + public bool UseSecondStep = false; protected PhysicsGameScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.75); @@ -101,7 +101,10 @@ if (!coveredByOtherScreen && !otherScreenHasFocus) { // variable time step but never less then 30 Hz - World.Step(Math.Min((float)gameTime.ElapsedGameTime.TotalSeconds, (1f / 30f))); + if (UseSecondStep) + World.Step(Math.Min((float)gameTime.ElapsedGameTime.TotalSeconds, (1f / 30f))); + else + World.Step((float)(gameTime.ElapsedGameTime.TotalMilliseconds * 0.001)); } else {