Algodoo shakes

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Algodoo shakes

Postby Kilinich » Fri Jun 25, 2010 9:18 am

The problem is that the springs are so strong that whenever the bottom circle looses touch with the top circle-shaped polygon (and they will loose touch, since it is a polygon, and not a perfect circle), the spring will in one time-step catapult it down a huge amount.

Either lower the spring strength, or transform the polygon to a circle. Or twiddle with Sim.targetPenetration.


In this scene I've try to show problem in simple way, sure thing transforming into circle solve it.
The problem is I can't fix it in "real" scene with car or tank or gun etc.
For example if heavy truck with suspension drive through polygon terrain wheels are shakes like this.

What is sim.targetPenetration anyway?
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Re: Algodoo shakes

Postby Kilinich » Fri Jun 25, 2010 10:12 am

Set sim.targetPenetration to 0.005 makes everything works much better in my case (Belaz racing) :thumbup:
Too bad it cannot be saved with scene.
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Re: Algodoo shakes

Postby Kilinich » Fri Jun 25, 2010 10:17 am

Oh, so that's why everything gets worse:

Phun
sim.targetPenetration = 0.001

Algodoo
sim.targetPenetration = 0.0001

Emil, please just set default value back to 0.001 (or even bigger). :roll:
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Re: Algodoo shakes

Postby emilk » Thu Aug 05, 2010 10:57 am

When two objects collide, there is bound to be some over-lap. The collision constraint then tries to reduce this overlap to "Sim.targetPenetration" meters. If this value is set to low (like 0), contacts can loose touch unintentionally. But if it is set to high, the hight of a pile of boxes will be shorter than the sum of the individual heights, which looks strange. For instance, with a targetPenetration of 0.001m, a pile with a 100 0.1m-boxes will be one full box too short (100*0.001m = 0.1m).

So this parameter, like everything, is a compromise. Different values fits different scenarios better and worse.

In a coming version I'll try making a better solution to the underlying problem.
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