Gravity is negative Y in both dimensions, because §7a puts +Y up in both
— a 2D world is not a screen-space coordinate system. Omitting gravity
yields Appendix A's default rather than zero, matching §20's and §21's
examples.
A "2d" world rejects a gravity with a z component: there is no third axis
to accelerate along, so the caller has either mixed up a convention or built
the wrong world, and both are worth an error (§85 "invalid physics
dimensions"). Writes into out when given (§7b/D7).
Resolves a world's gravity to the engine's 3D form (§21, Appendix A).
Gravity is negative Y in both dimensions, because §7a puts +Y up in both — a 2D world is not a screen-space coordinate system. Omitting
gravityyields Appendix A's default rather than zero, matching §20's and §21's examples.A
"2d"world rejects a gravity with azcomponent: there is no third axis to accelerate along, so the caller has either mixed up a convention or built the wrong world, and both are worth an error (§85 "invalid physics dimensions"). Writes intooutwhen given (§7b/D7).