SakeTami
naelstrof
naelstrof

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Physics tweaking... again.

I learned to treat dick penetrations as actual typical collision solving.

Typical collisions, for example with a flat surface and a cube, are solved a bit like this:

Within a single timestep, the first thing that you do is make sure both rigidbodies are not overlapping by depenetrating them, then you apply the forces that would've happened during a collision with the two objects.

Before I was totally just applying forces to keep the Kobolds aligned onto the dicks, this led to slippery, weirdly damped, and inaccurate physics. (The cube in this case would float through the plane, before bouncing way too hard back.) There was also way too many solvers working on different tasks, which led to a LOT of oscillations.

I reworked it-- hopefully for the last time! Kobolds during the depenetration step can snap really aggressively in order to make sure they're aligned properly. Though now, once they're  aligned, they're much more stable now!

This let me adjust the aggressiveness of the knot popping as well, I'm much more happy with the results.

Physics tweaking... again.

Comments

WHERE DOES IT ALL GO? lol

Slikfiji


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