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Why do the readmes for physics engines rarely specify how they solve contact constraints? This is one of the most difficult parts of writing a physics engine. I
by ramger252 6y ago
Why do the readmes for physics engines rarely specify how they solve contact constraints? This is one of the most difficult parts of writing a physics engine. It might be less important if you're just interested in visuals and making it "look OK" in a videogame, but it has an impact on the dynamics, so especially if you're interested in robotics or accurate simulation of real-world physics, this is really important to specify.
- lmilcin 6y agoI would add that the way the contact constraints are solved decides what kind of artifacts you will be getting and you need to understand that to be able to understand precision of your simulation. Even for a videogame this would be important. You may want to know if it is possible for fast moving objects to pass each other or not. You might then want to limit the velocity of objects (a cheap trick to solve the issue, but very effective), or you might want to choose an engine specifically for this (for example if you make a billiards game or a shooter).