Base problem is that there is a static Box entity representing ground. When I run this app, a kinematic Sphere falls down on ground for ~1sec. When I press a key to drop another kinematic Sphere (both spheres are of the same 3D model) right on the other Sphere it gets crushed into(?) the Box and never gets back on surface. By giving the Box a mass, the Sphere isn't crushed into it anymore but penetration and its fix is still way too big and takes too many frames. Although if I'll press a key and drop a Sphere soon enough after running app, everything works fine. I've wondered if this is caused by the resting ball becoming passive after it fell down on ground but don't know how to fix it properly...
To make things look more natural due to scales of my objects I've set gravity to -29.81. Mass of the crushed Sphere is 1.0 and mass of the dropping Sphere is 0.8. The Box is static.
So after googling I found out of some settings. I fiddled with many of those. These made it work MUCH better but are these the correct way to fix it:
Code: Select all
BEPUphysics.Settings.CollisionResponseSettings.MaximumPenetrationRecoverySpeed = 50f;
BEPUphysics.Settings.CollisionResponseSettings.BouncinessVelocityThreshold = 170f;