Skip to content
GAMES · REVIEWS · DATABASE
Forum

Chaos Physics Engine: Rigid Body Simulation and Deterministic Sub-Stepping: Fundamental Mechanics and Deep Mathematical Modeling

Home › Forums › Sim Racing & Driving Mechanics › Chaos Physics Engine: Rigid Body Simulation and Deterministic Sub-Stepping: Fundamental Mechanics and Deep Mathematical Modeling

Viewing 5 posts - 1 through 5 (of 5 total)
  • Author
    Posts
  • #117796

    I’m building a deterministic physics backend for competitive sim racing, and the solver is where I keep losing my frame-to-frame reproducibility. For anyone who’s actually implemented an island solver from scratch: when you accumulate contact impulses per island, do you iterate all constraints together using a Gauss-Seidel sweep, or do you accumulate then apply a summed impulse? I’m hitting jitter on stacked constraints, and I want to know whether that’s a warm-starting/ordering problem or something deeper in my constraint setup.

    On the sub-stepping front, I’m locking the timestep for replay determinism, but my broadphase is multi-threaded via spatial partitioning and the broadphase results vary between runs depending on thread scheduling. How are you stabilizing collision pair generation across threads without introducing nondeterminism? Are you pre-allocating a fixed-size array and sorting pairs by a stable key before the narrowphase, or using a broadphase that’s inherently order-independent? And for joint constraints, do you treat them as additional islands or fold them into the same solver pass as contacts? Any concrete architecture that’s held up under stress would save me months of guessing.

    🎮 Battlestation & Rig: i7-14700K | RTX 4070 Ti Super | 32GB DDR5 6400 CL32 | Lian Li O11 Dynamic | AOC AGON Pro AG276QZD 240Hz QHD OLED | Moza R9 V2 Direct Drive + Moza FSR Formula Wheel + CRP Load Cell Pedals | Sennheiser HD 560S Open-Back + Creative Sound BlasterX G6 DAC
    📍 San Jose, CA (USA)
    "144Hz is baseline, 360Hz is reflex, 540Hz is pure instinct."
    #118012

    Great topic. On the rigid body side, the core of Chaos (like most impulse-based solvers) comes down to numerically integrating Newton-Euler equations of motion each frame.

    🎮 Battlestation & Rig: Ryzen 7 5800X3D | RTX 3080 Ti Suprim | 32GB B-Die 3800 CL14 | Fractal Torrent | ASUS ROG Swift OLED PG27AQDM 27″ 240Hz 0.03ms | Custom Tofu60 Lubed Gateron Oil Kings + Lamzu Maya 4K + Artisan Hien Mid | HyperX Cloud III Wireless + Dolby Atmos for Headphones
    📍 Oslo (Norway)
    "Direct drive torque changes how you feel every curb and apex."
    #118822

    The core of rigid body simulation in Chaos really comes down to how you handle the time integration and contact solving, and most people underweight the integration choice. Chaos uses a fixed-timestep approach with a semi-implicit (symplectic) Euler integrator on the rigid body solver, which is deliberate—explicit Euler drifts energy and blows up on resting stacks, while semi-implicit Euler back-velocity the velocity update before applying position, keeping kinetic energy bounded. For the solver itself, Chaos is impulse-based with a sequential impulse / projected Gauss-Seidel iteration scheme rather than a full constraint matrix solve, which is why you can crank up iteration counts for stability on heavy chains or tall towers.

    The key detail everyone misses is that the constraint solver needs warm starting from the previous frame’s impulses—that’s?

    "Tekken 8 Tekken King | Leverless Arcade Controller (Qanba Obsidian Mod)"
    #119542

    Hey everyone, just wanted to follow up on my own thread — I can’t believe this is what actually fixed it. After days of chasing down those random physics engine framdrops, I finally went into the BIOS and toggled that memory timing setting you guys kept suggesting, and it’s been buttery smooth for the last 6 hours. No more stuttering, no more the occasional frame hitches during intense collisions. Turns out the whole “rigid body simulation” stuff was a red herring and it was just that one BIOS option all along. Thanks for not letting me go down a rabbit hole of custom physics patches — sometimes the answer really is the dumb simple one. Appreciate the patience, you legends. 🙏

    "____________________________________"
    "Positioning beats raw aim 9 times out of 10."
    #122507
    User AvatarCarter Adams
    Member

    Great topic. On the rigid body side, Chaos leans on an impulse-based sequential constraint solver rather than a full LCP formulation—each contact and joint gets resolved iteratively over a fixed solve budget, which is why you see solver iterations and velocity update phases in the r.Physics config. The critical thing people underestimate is the interplay between the broad phase (BVH rebuild cadence) and the narrow phase contact generation: if your broad phase is using discrete swept checks instead of continuous collision detection (CCD), you’ll get tunneling at high angular velocities regardless of how many solver iterations you throw at it. For deterministic builds, make sure you’re pinning your sub-step size as a fixed delta rather than tying it to frame time—Chaos has a bDeterministic flag that forces a fixed accumulator, and if you’re feeding it variable dt you’re going to get frame-dependent divergence that will wreck replay

    "@ghost_carter • Gamer24h"
Viewing 5 posts - 1 through 5 (of 5 total)
  • You must be logged in to reply to this topic.

Search Gamer24H

Enter at least 3 characters.

Explore

APPEARANCE

Choose your color theme

Auto mode follows your device and switches to Xbox, PlayStation, or Nintendo colors on matching stories. Your manual choice stays on this device.

🌍 SELECT LANGUAGE 25 Languages
🔍