Search found 41 matches
- Mon Aug 06, 2007 2:52 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: 2D Angle Joint Limits (Box2D-Style)
- Replies: 4
- Views: 6858
2D Angle Joint Limits (Box2D-Style)
I have a physics engine that uses the concepts in Box2D at it's core. I'm trying to implement 2D JointLimits. I already implemented an Angle joint that constrains two bodies to remain at some fixed angle. For this I used the equations: difference = (_body2.TotalRotation - _body1.TotalRotation) - tar...
- Wed May 30, 2007 7:25 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Physics and Bullet in Develop Magazine (UK)
- Replies: 4
- Views: 5823
- Fri May 25, 2007 8:26 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: 2D Rolling Friction for Box2D Based Engine
- Replies: 2
- Views: 5063
- Fri May 25, 2007 5:30 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: 2D Rolling Friction for Box2D Based Engine
- Replies: 2
- Views: 5063
2D Rolling Friction for Box2D Based Engine
I have a 2D physics engine based closely on Box2D. I use distance grids for collision detection in order to have other arbitrary collision shapes beside boxes. I've noticed when I try to simulate a wheel, the wheel jitters and jumps a lot once it gets moving at even moderate speeds. The collision de...
- Wed Mar 07, 2007 5:25 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Compiling Box2D with g++
- Replies: 5
- Views: 5952
- Fri Jan 05, 2007 5:38 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Split Impulses and Joints
- Replies: 53
- Views: 63835
@raigen
@raigan2, does the now correct Bender method give you the rigid angle joints you've been aiming for?
Now that you have it working, will you use it over split impulses for angular joints?
Thanks for doing the leg work to compare these methods.
Now that you have it working, will you use it over split impulses for angular joints?
Thanks for doing the leg work to compare these methods.
- Wed Jan 03, 2007 4:26 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Split Impulses and Joints
- Replies: 53
- Views: 63835
- Wed Jan 03, 2007 1:06 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Split Impulses and Joints
- Replies: 53
- Views: 63835
- Sun Dec 31, 2006 1:28 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Adding Joint Makes Collison Spongy (Sequential Impulses)
- Replies: 3
- Views: 5380
- Sat Dec 30, 2006 11:17 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Adding Joint Makes Collison Spongy (Sequential Impulses)
- Replies: 3
- Views: 5380
Adding Joint Makes Collison Spongy (Sequential Impulses)
I'm using sequential impulses for my 2d engine. Most the code is very similar to Erin Cattos sequential impulse paper. I've notice when I add revolute joints between bodies the collision of the connected bodies with other bodies becomes spongy. Example: If I make a car and attach 2 wheels using revo...
- Thu Dec 28, 2006 4:08 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Creating Stiff Angular Springs
- Replies: 19
- Views: 22196
- Wed Dec 27, 2006 2:05 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Creating Stiff Angular Springs
- Replies: 19
- Views: 22196
- Tue Dec 19, 2006 12:09 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Creating Stiff Angular Springs
- Replies: 19
- Views: 22196
I got my AngularJoint working... sort of. If I use 10 iterations and set my stepsize to 1/100, it works quite well, but is still just slightly softer than I would like. I know this has been discussed in other posts, but I really haven't seen a solution. Has anyone come up with a way to harden the jo...
- Thu Dec 14, 2006 12:54 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Creating Stiff Angular Springs
- Replies: 19
- Views: 22196
Thanks for the help so far. A couple follow up questions. Is the CFM constant a matrix? In your joint code, you have: . . . Matrix K = K1 + K2 + K3; For the CFM, should I just add a K4, where K4 is a matrix with each elment set to a constant? Also, I've been digesting other posts on this topic in or...
- Thu Dec 14, 2006 2:29 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Creating Stiff Angular Springs
- Replies: 19
- Views: 22196