Dec 2, 2012 at 8:42 PM
Edited Dec 2, 2012 at 9:09 PM
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Thanks, after considering all these ideas, i decided i'll probably have to do the "sanity check" on the system.
I like that Erin Catto's paper , i wish i read it before I learned much of it the hard way.
One-way collision might work unless its doing extreme yogic posing.. but it might still tunnel and then i'd have to push it out.
Or I might try to make the part restitution (bouncy) for a frame.. probably no one will notice that trick.
I think i want to make the joints -more- soft, meaning collision response is more important to be accurate than the joint.. but when i mess with the solvers such as changing the time steps or iterations, it adversely affects the other tuned parts
of the simulation that aren't stuck.
Hey Jerry is the game with the 200-part robot publicly viewable yet , i'm curious to see it . curious if it is a snake or dragon or a machine.
Another wish i have is if I could set a weld to be an absolute priority constraint, meaning not bouncy or "non-negotiable" .. I see it was another user's recent issue with hanging from a ledge. if i change the
two parts to one body and combine fixtures ..it would be a pain. i'd have to reattach the Joint-connected bodies to the new body, set all the position and velocities to match ( like a backwards breakable body) , and then hope it looks seamless..
but if it worked, it would be generally useful.
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