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Updating You say you remove the That said, I've seen this behavior before and I haven't been able to come up with a fix. A fixed constraint consists of a position and a rotation constraint and it is possible for them to fight each other. This makes returning to the rest pose a lot slower. The reason why it doesn't happen in Bullet is probably that they apply the position correction in a different way. Bullet applies the correction as a spring affecting both position and velocity, Jolt only corrects position and leaves the velocity as is. Jolt's approach has the benefit that it can't increase the energy in the system, but it also means returning to the rest pose takes longer. I'm considering changing the way the solver behaves in the near future, this may help here as well but I can't make any promises. |
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hi i having troubles for 3 days now. i have implemented jolt physics my game engine and now i discovered terrible problem which is very complex for me. i have a chain of rigid bodies in a row that are all connected by fixed constraint with low solver iteration of velocity 10 and position 2 and additionally with highest solver iteration of settings of velocity 10 and position 255, i let a cube fall on the last rigid body to bend the chain of rigid bodies and when the chain is bend i remove all the constraints that has the high solver iteration. so when the chain is bend then only the low solver iteration fixed constraints are holding each rigid body of the chain. the problem i have now that i see the rigid bodies do not recover normally to original straight line position, or not fast enough, they are moving very slowly back to original position. is this normal in jolt physics engine? or i miss some settings? the jolt correction setting does help but very little and setting the even one of the chains rigid body fixed constraint to 255 position iteration solves but , but isnt it a big proble. for many constraints performance? i really need help with that. in bullet physics engine they recover instantly and well.. here are the measurements in screenshot:


i am not programmer and just coded this all since months with ai, i really would like to get help from you pro guys how to solve this because i think its very important that when removing some rigid body constraints then the remaining constraints would behave as originaly ( as if there would have been no other constraints) so that removing constraints would not affect rigid body positions in this negative way. here how it looks when i remove the high solver iteration constraints, the rigid bodies are bended stays almost frozen for long time it looks... i just wanted the most cheapest possible way in future to able to add tons of constraints that are stable which that reason is why i like jolt because is more stable than bullet i seen for me..

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