Atom Posted April 11, 2017 Share Posted April 11, 2017 (edited) Hi All, I was playing around with trying to leverage bullet but I can't get even basic boxes to avoid each other. There are always a few that still find a way into their neighbors geometry. Is this just normal? Or is there a way to have bullet collision actually be more accurate and respect the boundaries of the nearby mesh? ap_rbd_bullet_collision_issue.hiplc Edited April 12, 2017 by Atom Quote Link to comment Share on other sites More sharing options...
vtrvtr Posted April 11, 2017 Share Posted April 11, 2017 Not really "basic boxes" there. You're generating already interpenetrating boxes from the get go, strange would be if it worked properly That aside Increasing the number of substeps in the bulletsolver drastically reduces the issue (try, 50, 100, 200...). Same for the substeps of the dopnet. At some point it starts exploding, which I suppose is the expected behavior since you're creating a mesh inside another mesh Which is to say, avoid interpenetrating things to begin with Quote Link to comment Share on other sites More sharing options...
Atom Posted April 12, 2017 Author Share Posted April 12, 2017 Even if I emit objects in a non-colliding state, they still interpenetrate later on. These cubes were non-colliding then they fail collision detection and interpenetrate. ap_rbd_bullet_collision_issue.hiplc Quote Link to comment Share on other sites More sharing options...
Atom Posted April 12, 2017 Author Share Posted April 12, 2017 (edited) Adding more sub-steps does help. With a 100 substeps bullet collision issues mostly clear up. ap_rbd_bullet_collision_issue.hiplc Edited April 12, 2017 by Atom Quote Link to comment Share on other sites More sharing options...
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