Re: Kinematic Collision
Johan Gustafsson <[email protected]>
| Newsgroups | gmane.games.devel.algorithms |
|---|---|
| Message-ID | <[email protected]> |
How can you be sure that interpenetration never occurs then? Floating point errors seems to produce small but very relevant problems for me. As an example, when simply dropping a capsule to the floor using the 'inner skin' method without bias the solved position right before penetration should be 0.0 but the calculations will very often produce a number such as -2e-06, so in my world creating 'a perfectly stable' solver doesn't exist. Why is using a bias considered a 'hack', isn't it just to avoid this kind of problems? I also run with a bounce of 0, meaning I never apply a position vector away from the contact, maybe its not legal to have it zero? The code is not very long and if some extremely helpful soul with a better math/physics background then me would give it a look I'd be in heaven. ------------------------------------------------------------------------------ Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july _______________________________________________ GDAlgorithms-list mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list