Joona Aalto

Results 115 comments of Joona Aalto

Thanks! Ideally, this would be implemented for Parry's `SharedShape` directly, but this works as a workaround for now. We could also make a PR to add this to Parry though.

I might be wrong, but I believe you're describing two different issues: precision at far-from-origin scenarios, and optimization using a spatial grid. For large worlds without precision errors, something like...

So if I understood correctly, the main issue is that some systems currently use `RemovedComponents`, but if the engine is configured to run in `FixedUpdate` with a slow enough timestep,...

What happens if you set the friction of the balls to 0? In bevy_xpbd 0.2, dynamic friction was dependent on mass, so it was way too large for most 2D...

Did you test this in 0.2 or the main branch of this repo? I think a similar bouncing issue was fixed on main a while ago so it could be...

> For example see my second shoot. Why my blue projectile-ball pushes yellow grid-ball ? The interaction looks normal to me. The blue ball hits the yellow ball from the...

I'm pretty sure this is because the ball has friction and is moving horizontally. It makes the ball spin when it hits the ground, and the spin makes it slightly...

Yeah, that sounds like it could be a bug. I don't see why the angular velocity would do anything to the ball if there's no friction. Thanks for testing so...

Actually I think the computation used for computing the velocity at the contact point uses angular velocity, and that value is used when computing the restitution impulse. So the restitution...

I'm pretty sure this is wrong. Just multiplying the normal by the scale does not take non-uniform scaling into account properly, and can lead to the normal no longer being...