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.