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    User AvatarCarter Adams
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    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"
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