The Problem:
Seemingly random impulses to the rigid bodies and over time btHingeConstraints that veer of their current position, although they have and active motor with 0 velocity. Here's a Video of what happens:
http://www.youtube.com/watch?v=pfxDjFqPcAY The part of up to 1:10 is Bullet and after that it's ODE
The Setup:
The collision shapes are all cubes and some spheres in the joints. The RigidBodies have a collision mask of
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wrld->addRigidBody(obj,4,~4);
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joint->enableAngularMotor(true,0,joint->getMaxMotorImpulse());
I would really appreciate some suggestions to make it more stable.