Closed Fxlr8 closed 5 years ago
Don’t think it’s possible using the current contact solver. The solver will always add velocity to separate objects. Other solver algorithms may work better - solving positions and velocities separately would probably fix it..
If you don’t want to write a new contact solver (totally understandable), then you could separate the objects manually:
What do you think?
Thanks! Looks like a legit workaround for me. I'll give it a try
If I spawn one circle body over another, they start to accelerate in opposite directions to prevent the overlap. If the overlap is big, objects accelerate so much, that they fly away from each other. Is there a way to gently push one object out of another so that they come at rest when they stop intersecting?