Commit graph

8 commits

Author SHA1 Message Date
AzaezelX 4c083d713d physics findings
rigid: main finding is rigid needs to take delta into account for integration (aka interpolation)
also used POINT_EPSILON for thresholds for consistency

for rigidshape/item/player, main finding was length calcs for the search area were all over the place,
so we now derive the extended length of the cached area based on the velocity and the object's radius itself rather than guessin per class

atrest gravity calc suplimental syncing between rigidshape and vehicle

**remindernote POINT_EPSILO is 0.0001
2025-12-13 17:41:21 -06:00
AzaezelX a0bd5dd426 from marauder: sleep threshold work 2025-08-19 08:49:05 -05:00
AzaezelX 325b3a97c0 skip out on impulses that have no chance of moving the object
also, sRestTol already is a 0.5 multiplier
2025-03-09 18:40:49 -05:00
AzaezelX 43309fef2a rigidshape pef tweaks
account for integration for atrest evaluation. if we're atrest, *don't* network momentums. just send the bool
2025-02-28 17:54:20 -06:00
AzaezelX e7b3a95f89 restitution sumation review: average, don't multiply 2023-12-29 00:26:26 -06:00
Azaezel 691a08bb33 Backend correction for the rigid vs rigid collision resolver:
First line is to ensure similar behavior to current regarding pushback on the object doing the colliding.
Second line applies an impulse to the rigid that was collided with.
2015-10-06 15:34:26 -05:00
cpusci 4c35fd37af Simple pass over the codebase to standardize the platform types. 2013-08-04 16:26:01 -05:00
DavidWyand-GG 7dbfe6994d Engine directory for ticket #1 2012-09-19 11:15:01 -04:00