Code center > Bugs and fixes
Friction
Numsgil:
I'm running an ex nihilo sim. I had brownian on and wanted to dampen it with friction. Instead of damping it it amplified the motions!
The stronger the kinetic friction should have been the faster and faster the bots started moving.
EricL:
I'll put it on my list for the next version. There are a bunch of physics tweaks I want to look into over the next few weeks. For example, right now I'm playing with conservation of angular momentum so that collisons and tie movements have the appropriate rotational effects....
Numsgil:
Alot of things like conservation of angular momentum can be emergent from the system you use. They seem to be emergent properties in real life as well.
Sprotiel:
--- Quote from: Numsgil ---Alot of things like conservation of angular momentum can be emergent from the system you use. They seem to be emergent properties in real life as well.
--- End quote ---
Conservation of angular momentum is a physical constraint, it's not emergent! It's automatically respected for point masses, since their inertia momentum is zero but:
- ties aren't point masses
- it's weird to treat bots as point masses, since it means they'll never rotate due to a collision.
Numsgil:
Yeah, the bots themselves' angular momentum needs to be added into the sim. I thought he meant the ties' angular momentum.
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