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 Post subject: Re: b2World.cpp
PostPosted: Wed Aug 13, 2008 2:11 am 
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Joined: Tue Aug 12, 2008 3:23 am
Posts: 4
Thank you Erin for the fast response :) . Yes, disabling the continuous physics has solved the problem, but what is the impact of this over the simulation process? is it related to bullets only?


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 Post subject: Re: b2World.cpp
PostPosted: Wed Aug 13, 2008 10:46 am 
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Joined: Thu Sep 06, 2007 12:34 am
Posts: 2931
Yeah, fast movements are not possible without objects passing through one another. Slow moving games like Crayon Physics should work just fine without continuous physics.


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 Post subject: Re: b2World.cpp
PostPosted: Wed Aug 13, 2008 12:36 pm 
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Joined: Sun Sep 23, 2007 2:35 pm
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@Erin - just wanted to make sure that you saw my note earlier in this thread (viewtopic.php?p=7004#p7004) about the actual bug lurking here (not sure if that applies at all to the fixed point stuff).

I could fix this myself, but I'm not sure which of the conflicting tests is the "right" one. I do think it's worth resolving, though, since currently the likelihood of failure gets higher as the time step gets smaller, which is opposite the usual expectation for physics engines.


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 Post subject: Re: b2World.cpp
PostPosted: Wed Aug 13, 2008 3:16 pm 
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Yeah, I saw that Eric. I'll look at that when I get a chance. I've been busy lately with non-Box2D stuff.


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