gelly-gmod / gelly

Library to integrate fluids into a game engine
GNU General Public License v3.0
19 stars 3 forks source link

[BUG]: Incorrect particle behavior when timescale is above 100% #38

Closed Cubature1 closed 4 months ago

Cubature1 commented 4 months ago

GPU

RTX 3050

Operating System

Win 11

Is this specific to performance?

Issue Type

None

Incident Description

When the Gelly timescale is set above 100% (As in 1/10th of the default), particles behave improperly. Friction does not exist, and adhesion does not function properly. Seems to fix the other issues on the 1.3.0 version to an extent as well.

Log

No response

yogwoggf commented 4 months ago

This is because FleX naturally assumes a 1/60th timestep, what 100% does is multiply 1/60 by one, which equals itself. However, you'll notice that everything is slow. But, at the same time, if you increase gravity to match source, eventually the constraint solver in the physics engine exhibits mass instability and glitches.

This is an issue with no clear solution in sight yet, sorry. I'll keep it open in case I figure new things out

Derpius commented 4 months ago

if you increase gravity to match source, eventually the constraint solver in the physics engine exhibits mass instability and glitches.

Is this because the raw numbers are just too big for what it expects? Can you not translate hammer units to metric when you write to the solver, and back again when you read? (I suggested this ages ago)

yogwoggf commented 4 months ago

Superseded by the ticket #53