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Old Density-Collision Bug

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Author: Paradigm 29

Group: Bug reports

Filesize: 8.23 kB

Date added: 2009-11-27

Rating: 5

Downloads: 1695

Views: 982

Comments: 9

Ratings: 1

Times favored: 0

Made with: Algodoo before v1.8.5


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An old bug in Phun and Algodoo where low-density objects are compressed by high density objects even though all objects in phun/algodoo are rigid bodies.

I can understand why at high speeds there is object penetration (because of the rate that the game processes collisions), but why does a slow moving - almost stationary - object penetrate? I just would like to hear the official reason for the problem.
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oooh I know... kinda

although it may not be meant to happen in phun and algodoo, it is similar to the really world because low density obgects have more volume and less mass so they get crushed and smushed, but in phun there is no deformation which means it gets pushed in to things.

this may not be official but it seems right to me
stroke of genius from a forteen year old mind :bonk:
Last edited at 2010/01/01 21:55:02 by sheepborg
yeah. I think like this and i'm 14 too
Last edited at 2010/06/21 14:29:32 by cedwe
i come up with better ideas and im 11
Actually, the real reason may be 1) simulation of heat added through compression or 2) On a collision, algodoo changes the velocity for an object, and sends it off at an angle. In this case, the exact opposite angle. So when it senses a collision with the top brick, it computes that collision, and hurls the circle downward as a result; the circle then hits the plane, so algodoo computes that collision and sends the circle back upward again, hence all the vibration. The collision detection and collision computation would have to be extremely fast to avoid this.

That's just my guess/theory, but it doesn't explain why increasing the density solves this issue.
Yep, without an insanely fast computation speed, it's unavoidable without making the simulation unrealistic.
@TC42 I agree
i actually hate this bug:/
it makes it so hard to make proper things in the physics engine without tinkering in the simulation properties
another bug is that low density objects really dont turn as well, and they fall akwardly.