Comments (4)
Can you try #154?
from joltphysics.
Yeah! That helps a LOT. I no longer see the droopiness when something is fixed.
Building cars and stuff of out hundreds of FixedConstraints is actually stable and doesn't just turn into a mess of stuff that flips out now. Woo hoo!
from joltphysics.
Well, if I am veeery aggressive with it that still happens, but it is much better
from joltphysics.
Merged #154.
Note that there will still be issues when the whole construction rests onto the light body. The light body will not be powerful enough to push away the heavy body (see HeavyOnLightTest). The only way around it is by increasing the iteration count a lot (PhysicsSettings::mNumVelocitySteps, mNumPositionSteps). I would recommend cheating with the masses a bit to redistribute the total mass more equally.
from joltphysics.
Related Issues (20)
- How is Jolt with networked games?
- Building with clang using ninja on windows HOT 5
- Use standard types HOT 2
- SixDOFConstraint needs to be able to have non-symmetrical rotation limits
- Toggling manifold reduction doesn't result in any contact callbacks HOT 2
- Mouse input is too sensitive when running samples on a remote machine over Parsec HOT 5
- [Feature Request] Soft-soft collisions and self-collisions HOT 3
- MeshShape: SaveBinaryState and sRestoreFromBinaryState dont work like intended HOT 2
- Performance regression with 9d63f5a2d1b9e426a54dce6c8979e22ff6004eba HOT 9
- [Feature Request] Compute gyroscopic forces HOT 5
- Speculative contact distance affects sensors HOT 1
- Core.h wasn't updated to reflect on the new version HOT 1
- Jolt Complilation Fails on Manjaro Linux HOT 2
- Incorrect moment of inertia for capsule HOT 4
- Soft bodies assert when colliding with ragdolls HOT 4
- Should BodyInterface::MoveKinematic check for SucceededAndIsInBroadPhase ? HOT 2
- Weird angular impulse behaviour (rotational inertia)
- The simulation runs too fast HOT 2
- Build fails using default CMakeLists HOT 4
- Soft bodies elicit a collision response from sensors HOT 1
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