Timeline for Physics engine and squishing of stacked objects
Current License: CC BY-SA 3.0
7 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Jan 16, 2019 at 3:15 | answer | added | Steven Lu | timeline score: 2 | |
| Jun 1, 2017 at 9:55 | vote | accept | Brunni | ||
| Jun 1, 2017 at 9:55 | answer | added | Brunni | timeline score: 2 | |
| May 17, 2017 at 14:27 | comment | added | DMGregory♦ | Bennett Foddy gave a great talk on game physics at GDC 2015 where he describes why this happens (see the section "Collisions are resolved one pair of bodies at a time"). He talks about some mitigations like playing with the solver iteration count or fixed timestep, but ultimately this will always be present to some extent in any conventional realtime physics system. Depending on your needs, we might be able to combine colliders or add helper colliders to tame the stack - try telling us more about the intended gameplay effect. | |
| May 17, 2017 at 14:12 | history | edited | Vaillancourt♦ | CC BY-SA 3.0 |
Introduced the pen in the post.
|
| May 17, 2017 at 13:50 | review | First posts | |||
| May 17, 2017 at 14:04 | |||||
| May 17, 2017 at 13:49 | history | asked | Brunni | CC BY-SA 3.0 |