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Sorry, there's not quite enough information to pin down the source if the issue. I assume by a TimeStepDuration of 120 you mean 1/120f; if it is actually 120, that is very likely causing problems. Assuming it's not related to that, you could try increasing the solver's iteration count to see if that stabilizes the simulation. It may also have something to do with how the impulse is applied, the magnitude of the impulse, or how often the impulse is applied. Impulses are instantaneous changes in momentum; if the changes are very large, they could overpower the default contact constraint softness or it difficult to solve. A reproduction of the issue in the demos would help narrow it down. |
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hello.
I'm using BepuV1 to make a game similar to bumper cars with a TimeStepDuration of 120 and a logical Tick of 24, and everything looks perfect when I use a single Box as a rigid body because of the damage determination of the parts, So I used CompoundBody and CompoundChildData, but when two Compoundbodies collided with each other through ApplyImpulse, they would jitter unexpectedly and even penetrate each other, But I use the PositionUpdateMode. Continuous, they are in contact with will produce unexpected jitter, hope you can give me some advice.
thank you.
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