Joints & collisions go mad

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Joints & collisions go mad

Postby Spek » Thu Dec 17, 2009 11:30 am

Hi again,

A few problems with Newton 1.5. Yes I know I should migrate to version2, but there is so little time! Anyway

- Joints going mad
I have an object at the ceiling with infinite mass. Below is another light weight object (~2 kg). I connect them with a ballsocket joint, no limits used so far. The pivotpoint is between the 2 objects. Think about a lamp hanging on the ceiling. Now when I touch that lamp, it starts swinging a little bit. That's just fine, but the lamp keeps swinging more and more until it becomes a lethal weapon. What could cause that? The force callback only pulls down the child object with gravity.

- Objects falling through the floor/walls
Sometimes it happens that an object falls (partially) through the floor. Maybe my framerate is a little bit low (30), but it doesn't always happen with high velocity. Are there other things that could cause this? The world is a collisionTree, objects are compounds made from 1 or more convex collision hulls.

By the way, I try to keep the update rate stabile. So if the rendering process would be slower than 30, multiple newtonUpdates are called.

Greetings,
Rick
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Re: Joints & collisions go mad

Postby Julio Jerez » Thu Dec 17, 2009 11:36 am

I am not responding to 1.5 question anymore. you need to move to 2.
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Re: Joints & collisions go mad

Postby JernejL » Thu Dec 17, 2009 2:26 pm

spek: not sure about the joint (could be a issue with the solver model? ), but i had a similar problem with the floor in 1.53, i don't know how i fixed it, i think it was a problem with trimeshes, but i moved on to 2.0 beta a year ago and it works fine ever since.

You should really move on to 2.0, it is not THAT different to 1.53, and we'll help you solve any problem with porting to 2.0 that you will have here.
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