but I rather have most joint sharing the base code, and will can always special case any joint that does can no be realize using that base.
I see how the 2 axis hinge (which I erroneously called universal) seem weaker. that the existing one, even of the angle are the same.
by I knwo why that is.
the reason is that in the engine the solver is not using a penalty that is proportional to the error, intead is use a constant velocity to reduce the error, and i count on tha the erro will be small.
whe yo uhave spinning objecet with skew inertia like the in he stand demo, the side torque generate is huge, the universal joint and specil code to deal with that to a point, but I di dno added that yet.
we can deal with that in case by case bases.
for now I want to get constiency in all joints.
for exampel in the new system all joint that spin along one axis, teh axis is x on eh child. tshi is no the case for all joints, but now it is for tha one I converted already.
this will brak almost all demos, inclding teh vehicle but I rather do that keeping making variance a of a joint for each functionality.
an example of this is that when I was doing the balancing character i want to make so joint fix, and sine the way to make a fix joint is by using a hinge, I have to actually change the demo because the joint do not share a common base class, and that's a lot of work.
it would be nice if by just setting so option on the base class teh joint can be manipulated.
these, I have converted so far, there few more still to do before I get to the ragdoll motor.
- dCustomHinge: public dCustom6DOF
dCustomSlider: public dCustom6DOF
dCustomUniversal: public dCustom6DOF
dCustomCorkScrew: public dCustom6DOF
dCustomSlidingContact: public dCustom6DOF
I guess this is another week delay until this is all completed.