Closed jonathanolson closed 3 years ago
This could technically be solved by rewinding an insignificant amount of extra time, potentially? Thoughts?
Let's try this out @jonathanolson.
Looks like it's working nicely, can you try in master after the above commit?
Looks good in master @jonathanolson
This has been fixed in rc.2. Closing
It looks like this can happen sometimes, and it seems easier to see if some of the balls have 0 velocity. I reproduced with a set up in Explore 2D, but this is easier to replicate. May be seeing diminishing returns at this point, so I'm assigning @arouinfar to see if it is worth addressing.
That seems tricky to handle at this stage, I'm likely to break other things (since this definitely wasn't included in the design or original implementation).
Thanks @KatieWoe, but given @jonathanolson's assessment, I'm going to close.
This has been closed, but I wanted to document what this looks like in 2D.
Just noticed this, and it's slightly bugging me. Not sure how to handle:
It shows the velocities before the collision (like they just happened).
This could technically be solved by rewinding an insignificant amount of extra time, potentially? Thoughts?