Dealing with many small clustered items
Posted: Thu Dec 15, 2011 2:19 am
At the moment I have made a procedural shatter effect which spawns a load of convex hulls into the space of the old plane that they replace. They all appear at the right positions but they explode apart quite violently, and turning up the SolverSettings and TimeStepping just seems to make the problem even worse. It happens all settings modes that can be set from the configuration helper class that you provide with the demos. My algorithm creates geometry objects that have shared face vertices with geometry around them but I was just expecting the physics engine to resolve them since the overlap was.. well, not an overlap as such. Is there any way of disabling their updates, or turning down impulses? I found a minimum impulse setting and tweaked that but it didn't seem to make a difference. At the moment I have managed to mask the problem a bit by scaling the relative hull position by 1.07f to 'spread them out', but I wondered if they was something else I could do?