Proper collision response in a 3D engine?
Members - Reputation: 100
Posted 19 February 2012 - 07:41 PM
Would using explicit position setting for entity-world collisions, and impulse based response for dynamic entity-entity collisions yield any better results?
Crossbones+ - Reputation: 4874
Posted 20 February 2012 - 02:33 AM
As far as I've understood, Bullet will use this information (together with impulse thresholds) to figure out when to just rest/sleep a certain object. I also suggest to look into damping.
As for your specific question, I'm afraid I cannot directly answer that but I find extremely scary the fact your physics would end up presenting different behavior for world and entities. Whatever this would be "better" or not I cannot tell but by sure it might end up giving diverging simulations; coherency is king. Think if you can allow that. I spent like 1 month in making this problem go away.
Edited by Krohm, 20 February 2012 - 02:34 AM.
Crossbones+ - Reputation: 196
Posted 03 March 2012 - 11:15 AM