http://FantasticContraption.com/?designId=334252
something broke?
Entity wrote:Hehe, Collision detection is a pain if objects travel a greater distance per simulation tick than the thickness of the objects you are trying to detect interaction with. It's a rather common problem in simple physics models like this one.
So, not neccessarily broken in terms of this being a "bug" you can easily fix. It's just not equipped to deal with objects traveling at ludicrous speed at paper thin barriers.
The code needed to handle interaction at what essentially boils down to infinite resolution in both time and space gets pretty nasty, especially when there are more than 2 objects involved.
As a workaround, you can tweak your contraption a bit to catch the object at a point where it notices the collision.
timewarp wrote:Entity wrote:Hehe, Collision detection is a pain if objects travel a greater distance per simulation tick than the thickness of the objects you are trying to detect interaction with. It's a rather common problem in simple physics models like this one.
So, not neccessarily broken in terms of this being a "bug" you can easily fix. It's just not equipped to deal with objects traveling at ludicrous speed at paper thin barriers.
The code needed to handle interaction at what essentially boils down to infinite resolution in both time and space gets pretty nasty, especially when there are more than 2 objects involved.
As a workaround, you can tweak your contraption a bit to catch the object at a point where it notices the collision.
Usually, a quick fix to that issue is to check collision on a line from the object's current and previous position. You wouldn't have to have it do this all the time, just when the object is traveling faster than the sampling rate will account for.
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