Story Details

  • Putting Rigid Bodies to Rest

    Posted: 2025-05-29 15:43:33

    This post discusses a common problem in game physics: preventing jittering and instability in stacked rigid bodies. It introduces a technique called "speculative contacts," where potential collisions in the next physics step are predicted and pre-emptively resolved. This allows for stable stacking by ensuring the bodies are prepared for contact, rather than reacting impulsively after penetration occurs. The post emphasizes the improved stability and visual quality this method offers compared to traditional solutions like increasing solver iterations, which are computationally expensive. It also highlights the importance of efficiently identifying potential contacts to maintain performance.

    Summary of Comments ( 4 )
    https://news.ycombinator.com/item?id=44127173

    HN users discuss various aspects of rigid body simulation, focusing on the challenges of achieving stable "rest" states. Several commenters highlight the inherent difficulties with numerical methods, especially in stacked configurations where tiny inaccuracies accumulate and lead to instability. The "fix" proposed in the linked tweet, of directly zeroing velocities below a threshold, is deemed by some as a hack, while others appreciate its pragmatic value in specific scenarios. A more nuanced approach of damping velocities based on kinetic energy is suggested, as well as a pointer to Bullet Physics' strategy for handling resting contacts. The overall sentiment leans towards acknowledging the complexity of robust rigid body simulation and the need for a balance between physical accuracy and computational practicality.