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Aug 17, 2012 at 5:55 answer added msell timeline score: 2
Aug 16, 2012 at 10:01 answer added Mikael Högström timeline score: 0
Jul 23, 2012 at 12:48 vote accept Mikael Högström
Jul 20, 2012 at 8:43 comment added Mikael Högström In a sense yes. The inverse of the inertia matrix which I use in the collision handling gets very large values. It is not actually ill conditioned as the pivot-elements get large values and there is not a lot of addition going on but somehow there must be a problem with numerical precision as the simulation quickly spins out of control.
Jul 19, 2012 at 15:58 answer added torbjoernwh timeline score: 1
Jul 19, 2012 at 14:37 answer added jcora timeline score: 4
Jul 19, 2012 at 14:30 comment added jcora Do you mean floating point precision?
Jul 19, 2012 at 14:29 comment added Mikael Högström Yes I thought there might be a conventional way to handle it. As I see it this is not a code problem but rather an issue with numerical precision. What I am after is not a code snippet to solve my problem but rather an explanation of an approach to the issue.
Jul 19, 2012 at 13:55 comment added jcora (Seeing all the upvotes, there must be a conventional way of coding these things, and people seem to know what's you problem. I guess I was wrong.)
Jul 19, 2012 at 13:54 comment added jcora I'm no expert here, but, without any code, how can we know what's the problem? I'm probably wrong, though, as Box2D has the same issues.
Jul 19, 2012 at 13:34 history tweeted twitter.com/#!/StackGameDev/status/225946756985266177
Jul 19, 2012 at 10:27 history asked Mikael Högström CC BY-SA 3.0