How to make interactions between bouncy objects more consistent #957
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It is possible to make the restitution algorithm iterate to get better accuracy. You can fork and try it. // it is possible to get more accurate restitution by iterating
// this only makes a difference if there are two contact points
for (int iter = 0; iter < 2; ++iter)In general I recommend people don't switch to 3.0 for games that have shipped already because the behavior is different. |
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Adding the iteration loop doesn't seem change the outcome in any way that I can notice. Setting |
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This gif shows the situation I'm running into. The boxes all have a restitution coefficient of
0.9. In the case on the right, where the lower box is resting stationary on the floor, it seems like most of the energy disappears in the collision. The interaction on the left is more like what I'd expect, but the amount of bounce you get is very sensitive to whether the bottom box happens to be touching the ground at the exact moment when the two boxes collide.Is there any way to make these kinds of multi-body interactions more consistent in general, so that the restitution isn't dampened so much in the case on the right?
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