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I'm simulating rope to rope collision in Bullet and I'd like it to be as accurate as possible. I don't need the simulation to be real-time. Rope consists of rigid bodies connected using constraints(e.g. btConeTwistConstraint).

Which settings do I need to tweak for simulation to become more realistic and accurate?

From my experiments decreasing the 3rd parameter to 1/300 gives additional accuracy.

gDynamicsWorld->stepSimulation(SIMULATION_STEP_TIME, 1, 1.0f/60.0f);

Also increasing solver iterations count helps a bit:

btContactSolverInfo& info = dynamicsWorld->getSolverInfo();
info.m_numIterations = 50;

There are videos where people simulate thousands of bodies in Blender. I'd like to achieve similar effect in a C++ app.

Dmitriy
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  • How is your rope "unrealistic" specifically? – cppBeginner Sep 24 '17 at 04:17
  • rigid bodies jitter, the distance between two connected rigid bodies is noticeable, ropes sometimes penetrate through each other – Dmitriy Sep 25 '17 at 09:16
  • Did you try a number that less than 1/300 e.g. 1/3000? If you face problem from doing so, try enable double precision. If you tried, let me know if it helps (or not). – cppBeginner Sep 25 '17 at 11:31

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