i implemented a simple 2d physics system based on the sequential impulse method presented by Erin Catto (2006).
In that paper, position corrections are resolved by adding a velocity bias to the velocity constraint impulse.
My initial tests for this system was like falling boxes from the sky, apply gravity, let it stack, slide a bit. Everything was working correctly, boxes stacks, penetration gets resolved and it was looking good.
Now i added a player rigid body which applies linear impulses to let it move/jump etc. and now the entire system fails.
If the player is penetrating a static body, like moving left and get pushed away to the right, it get half-stucked in the static body and will be pushed apart after a few frames - so that it just touches the static body on the right side.
My conclusion is that using velocity bias as position correction is not a good idea for a game after all - therefore i really want to know, what options do i have to solve this issue?
Edited by Finalspace, 31 July 2014 - 07:34 AM.