Timeline for How should I handle tiny objects in a physics engine?
Current License: CC BY-SA 3.0
12 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| 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 |