if (real_abs(contactVelocity.x) < velocityLimit)
{
thisRestitution = (real)0.0f;
}
// Combine the bounce velocity with the removed
// acceleration velocity.
desiredDeltaVelocity =
-contactVelocity.x
-thisRestitution * (contactVelocity.x - velocityFromAcc);
There is some weird behaviour where in the BigBallistics demo, where blocks sometimes seem to "absorb" shots without being moved and I suspect this is the cause.
Why does the calculateDesiredDeltaVelocity https://github.com/idmillington/cyclone-physics/blob/master/src/contacts.cpp#L148 only use the x component of the contact velocity for calculating the desired velocity?
Specifically this code here
There is some weird behaviour where in the BigBallistics demo, where blocks sometimes seem to "absorb" shots without being moved and I suspect this is the cause.