4 ms·
> That's a consequence of using impulse-constraint contact simulation on ragdolls. Why is that the case? If I recall Erwin Coumans now has generalized coordina
by santaclaus 11y ago
> That's a consequence of using impulse-constraint contact simulation on ragdolls.
Why is that the case? If I recall Erwin Coumans now has generalized coordinate articulated bodies in Bullet, which uses an LCP based impulse system.
- Animats 11y agoBecause, in an impulse-constraint system, all bounces happen instantaneously. An impulse is an infinite force applied over zero time but with a finite energy transfer product. This results in an infinite acceleration over zero time, with a finite change in the velocity vector. That's not how the macroscopic universe works. It doesn't properly model a combined impact/skin compress/slide/skin expand/bounce situation for heavy objects, which is not instantaneous.. This shows. It's why objects banging around in video games all seem to be too light. A better model is to use compressible "skin" over incompressible "bones", which is what Falling Bodies did.