if (Time::Millisecs() > lastTime + 1000L) {
velChange = entity->GetVelocity(true) - lastVelocity;
lastVelocity = entity->GetVelocity(true);
lastTime = Time::Millisecs();
}
I used this code to verify how fast it was accelerating per second, after setting Damping to 0 the change in velocity was a constant 9.8ms per second. So the original code works now.
float _force = -9.8f * entity->GetMass();
entity->AddForce(0.0f, _force, 0,0f);
Though it still seems too slow. The object just isn't falling fast enough. I could make it higher to it look right but I'd like to know why 9.8ms isn't enough...