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Collision or Physics Stuttering

by Indie Tool Shed · in Torque Game Builder · 06/14/2006 (12:03 pm) · 4 replies

I'm out of ideas for the following issue I'm having:

I have a frictionless square object dropping from the 'sky' every 2 second. These objects land and slide down a frictionless 45 degree slope to the bottom. Damping is 0 for all objects and slope. Every once in a while (about one out of every 25 square objects or so) , the object will just come to a random stop while moving down the slope, or when it first hits the slope, until another square object gives it a bump from behind, at which point it will zoom down the slope as if to catch up to where it should have been all along.

I've tried playing with the iterations, fps physics settings etc. Collosion detection type is 'POLYGON'.

I have this issue on my laptop which runs the game at 30fps as well as my desktop which runs it at 650 fps. I seem to have this issue whether I'm using Rigid collisions or Clamp collisions, which leads me to believe it's not necessarily an issue with the physics, but instead an issue with the actual collision not being detected every once in awhile.

Any suggestions?

Thanks.

#1
06/14/2006 (12:33 pm)
How is your slope constructed? There have been problems reported when objects try to move past the seam of two tilemaps. It normally results in a kind of jittering about though.
#2
06/14/2006 (12:45 pm)
The level is being contructed in the level editor (not a tilemap). The slope is a long straight rectangle, rotated 45 degrees. The collision box appears to be properly set. About 95% of the objects slide down perfectly, it's those one's that don't which have been bugging me for the last several weeks. The way I am, I can't move on with other aspects of the game until I have this issue working 100%.
#3
06/16/2006 (7:43 am)
Well, I found that when I remove all 'constant forces', everything runs perfectly smooth and accurate. I will most likely implement gravity is some custom way to achieve the effect that I require.
#4
06/25/2006 (7:13 pm)
I had a similar problem with Rigid response CIRCLEs colliding with CLAMP response POLYGONs. After I set the CollisionMaxIterations up to 4 all the stuttering went away though. If that doesnt work, I have no idea. My stuff is working just fine with a gravitic "0 120" constant force, regardless of friction.

Edit: Maybe some more specifics might help: My CIRCLEs are RIGID, have the constant gravitic force, and are set to send and receive both physics and collision (so they can collide with each other). My POLYGONs are set immovable with CLAMP and are set to only receive physics and collision. CollisionMaxIterations is set to 4 on all CIRCLEs and POLYGONs. I hope this helps.