November 2019
Intermediate to advanced
404 pages
12h 9m
English
Using joints, springs, and other ways to connect Rigidbodies are fairly complex simulations in physics engines. Owing to the codependent interactivity (internally represented as movement constraints) that occurs due to joining two objects together, the system must often make several attempts at solving the necessary mathematical equations. This multi-iteration approach is required to calculate an accurate result whenever there is a change in velocity to any single part of the object chain.
It, therefore, becomes a balancing act of limiting the maximum number of attempts the solver makes to resolve a particular situation versus how accurate a result we can get away with. We don't want the solver to spend ...
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