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See the attached testbed file.
When a large heavy bullet plows through a bunch of smaller, lighter objects at
high speeds, it appears to stutter as it goes through. The CCD system seems to
be giving up after only solving a small portion of the step (it's not entirely
clear, but single-stepping makes it look like it might be solving only a single
impact per step).
Obviously there needs to be a limit to the amount of computation CCD will do
per step, but this doesn't appear to be tunable in the current implementation
(b2_maxTOIContacts doesn't seem to affect this problem), so if it's possible
and doesn't require a lot of algorithmic change, a good fix would be to make
whatever is limiting this tunable in b2Settings.h.
Original issue reported on code.google.com by [email protected] on 10 Jul 2011 at 7:16
I might be misinterpreting what you're saying (I'm not sure if you were
explaining the source of the bug, or why a fix would be difficult), but just to
be clear about what the bug in question is, the issue is not performance, but
accuracy. The "stuttering" is equally visible when single-stepping. The box
moves a fixed distance per frame up until it hits the cloud, and then it starts
moving much less per frame, and then afterwards, it resumes at its initial
velocity.
Original issue reported on code.google.com by
[email protected]
on 10 Jul 2011 at 7:16Attachments:
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