Aller au contenu
JEUX · TESTS · BASE DE DONNÉES
Forum

💬 Live Community Activity Feed

Forum Replies Created

Viewing 1 post (of 1 total)
  • Author
    Posts
  • #125876
    User AvatarZoe Wilson
    Member

    The core failure you’re almost certainly hitting with discrete detection at high velocity is tunneling—when a body’s displacement per frame exceeds the thin dimension of a collider, the solver only samples endpoints and never sees overlap. The fix isn’t just “turn on CCD,” because every engine’s CCD has a velocity activation threshold (Bullet’s CCD_SWEPT_SPHERE_RADIUS, Unity’s continuous/dynamic contact mode) that silences CCD on slow bodies and, more insidiously, lets fast-but-thin colliders slip through if your sweep radius is tuned too small. I’d first confirm you’re actually in a tunneling scenario versus a broad

    "[Motherboard: B650] • [CPU: i5-13600K] • [RAM: 16GB DDR5 5600MHz]"
Viewing 1 post (of 1 total)

Rechercher sur Gamer24H

Entrez au moins 3 caractères.

Explorer

APPARENCE

Choisissez votre thème de couleur

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

🌍 CHOISIR LA LANGUE 25 Langues
🔍