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by kidzik
2949 days ago
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That's only one-side of the story. It is actually a very accurate contact model. The problem is that it's also computationally expensive and therefore we reduce the stiffness of objects to make it faster. It's basically a trade-off between the accuracy and speed.
In gaming engines you have speed and it looks good, but then it's impossible to generalize for real-life applications (because the contact is inaccurate). |
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Are y'all using penalty methods for the collisions? Which model does it use?