Open romanunit opened 5 years ago
@lo-th, could you please help me?
i think you should increase size of all object
i think you should increase size of all object
@lo-th, Thanks for reply. But how it`s change my problem? I think problem is with colliders, bcs when I discard mass from object everything stop shake.
I have coins with different size. Also I can show you example with cubes where i thing we have the same problem. https://www.babylonjs-playground.com/#DCR6ZG#1
Cubes are shaking. But they should not do that.
yes cube is to little 10 or 100 and you see difference
@lo-th, I increased the cubes by 10 or 100, but they are still shaking. Is it possible to remove shaking without increasing all objects? https://youtu.be/rLiVFJr5dUc
Thanks!
mm you can try to up world iteration world.numIterations = 30; // default is 8
or maybe change physics engine Energy have verry good stacking https://lo-th.github.io/Energy.lab/#building
oimo don't have linear or rotation limiter
fix the problem?The coefficient of restitution of the shape in config maybe help you.
Bump; curious if you ever solved this issue!
Hey. I am using Oimo.js physics for Babylon.js, and I has arisen a problem. When several objects are near or above each other, these objects start to shake uncontrollably until the objects fly apart from each other.
I attach a link to the video. Someone can help with this problem? https://youtu.be/fAEQQYNWHlc
In the video, I do not attach any force to the objects. I spawn them down and put some objects on top of others.
I found the function this.orientation.addTime (this.angularVelocity, timeStep); if this.angularVelocity assigns all coordinates to 0, then the shaking problem is solved, but in this way I block the turns of objects, but for me they are important. Can someone tell me on this issue? I also found that the authors of this code were
With best regards, Roman.