Fast moving bodies and tunneling
Posted: Wed Jan 25, 2012 8:15 pm
My word contains a vehicle (joint-based, 2 wheels) and a character (driving the vehicle). The character is a ragdoll with spring motors. Ground and obstacles are triangle meshes (btBvhTriangleMeshShape). It's a driving game.
The is a lot of problems, actually; the biggest is well-known fast body tunneling. Relatively small objects that form the ragdoll suffer
I can't turn CCD on, the hardware is a bit slow for it (smartphones and tablets). I can't increase simulation frequency either.
But the dynamic body count isn't that big. Can I manually check somehow after each physics tick for penetrations?
The is a lot of problems, actually; the biggest is well-known fast body tunneling. Relatively small objects that form the ragdoll suffer
I can't turn CCD on, the hardware is a bit slow for it (smartphones and tablets). I can't increase simulation frequency either.
But the dynamic body count isn't that big. Can I manually check somehow after each physics tick for penetrations?