Marko
Marko
Some experiments in Unity result in the behaviour i exptected. AddTorque not considering mass is a intentional decision, but also a bug. Depending on the opinion about game physics. Since...
Change is implemented, i will update / create pull request, when i have looked into the other problems. (or until next semester) Now torque change can be treated as either...
Die sind so aussagefrei gewählt um ihrem Zweck zu entsprechen, nämlich frei wählbaren Gruppen, die für den Anwender keine Vorentscheidung treffen. Unter dem Hintergrund wäre es sogar besser Default in...
Genau, so denke ich ist das stimmig und jede/r kann festlegen wie die Gruppen benannt sind.
The **simulation can be improved by increasing the solverIterations of the physics scene, or choose a different correction algorithm** as described in the **physics settings**. The defaults are not good...
`settings.defaultCorrectionAlgorithm`, it's either 0,1,2 for Baumgarte, Split-Impulse, non-linear Gaus-Seidel. Each with their own caveats. The jointConstraintType is only for joints, the other one is for general constraints. OIMO is calling...
Update: Currently not so sure anymore that it is an OIMO problem or a problem of the communication between OIMO and FUDGE. Since the OIMO demo scenes seem stable with...
Update: I'm still on it, but this seems to be a tough one. I can not reproduce it within the OIMO Demos no matter the weight, or shape. I can...
Did that, but it was never worked the way OIMO Demos (Demos that are independent of Fudge, therefore no outside transform is interfering). There was always a problem above certain...
Hey, simple answer from someone using OIMO for years. There is no vehicle in this version of OIMO. Only the old fork https://github.com/lo-th/Oimo.js/ had one, but is not really maintained/expanded...