1.8.4 polygon penetration

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1.8.4 polygon penetration

Postby Kilinich » Tue Dec 07, 2010 4:05 am

Polygon penetration problem still not fixed in 1.8.4
Scene created in Phun 5.28 - no penetration, no shakes.

[scene]49230[/scene]
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Re: 1.8.4 polygon penetration

Postby emilk » Thu Dec 09, 2010 3:03 pm

Huh - thats a bug with polygon collision detection - good find! I'll look into it.

You can get the phun behavior by reverting to old collision detect via "Sim.useSkipLists = false;"
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Re: 1.8.4 polygon penetration

Postby emilk » Thu Dec 09, 2010 3:10 pm

Ah, no, false alarm. It's not really a bug, more like a side effect. If you turn on collision visualisation via "App.drawCollisions = true;" you'll see that the old collision detection code generated farm more contacts, making the polygon more stable. That, unfortunately, also makes the simulation far slower. The old code (phun) also had this problem - try turning the polygon into a box and you'll see.

This general problem of light objects being crushed by heavy ones is an effect of the approximate solver used by Algodoo. You can make it more precise (at the cost of performance) via "Sim.solveIter" - for instance, setting it to 300 instead of the default 30 makes this scene much more stable.
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Re: 1.8.4 polygon penetration

Postby Kilinich » Fri Dec 10, 2010 9:23 pm

So result is: On a high force contacts increase density. Other ways will work only on my algodoo.
Maybe just increase Sim.solveIter default value?
Last edited by Kilinich on Sat Dec 11, 2010 9:35 pm, edited 4 times in total.
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Re: 1.8.4 polygon penetration

Postby Kilinich » Fri Dec 10, 2010 10:41 pm

emilk wrote:Ah, no, false alarm. It's not really a bug, more like a side effect. If you turn on collision visualisation via "App.drawCollisions = true;" you'll see that the old collision detection code generated farm more contacts, making the polygon more stable. That, unfortunately, also makes the simulation far slower.


btw:
Santa's portals scene (where I notice that polygon penetration bug... no... :) side effect)
1.6.0 - 28 FPS (old no-penetration behavior)
1.8.4 - 18 FPS

I understand Algodoo make a huge progress with interface, but what about performance :cry:
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Re: 1.8.4 polygon penetration

Postby mori-d » Mon Feb 21, 2011 4:59 pm

See the below my old scene.(TJ-Dog)
http://www.algodoo.com/algobox/details.php?id=17485

This scene was made in Phun 4.22 at first, then re-uploaded as .phz file later.
It works fine in Phun 4.22 and 5.28.
But in Algodoo 1.8.5, the dog's foot pierces a thin polygon (slope of a hill) and stuck.
If Sim.solveIter = 300, the dog couldn't walk...
If Sim.solveIter = 100, the dog can walk but he jerks and stuck again...

I think this is Algodoo's bug, not a side effect...
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Re: 1.8.4 polygon penetration

Postby Kilinich » Mon Feb 21, 2011 8:48 pm

Yea, this sucks. I've notice that in few scenes... what can I say.. don't use polygons... :|
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