Comments (3)
I won't get a good chance to look into this for a couple more days but my guess is you need to enable CCD (continous collision detection).
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Watching the game play, I don't think the ball starts moving fast enough to need CCD. However, I think the same concept is the fault.
By default, when you call the simulate()
method, Physijs will simulate all of the time which has transpired since the last call. If there is a lag between calls then the entire period will be simulated. In theory this is great. However, in practice these lags will start compounding because processing times take longer and longer, and is why in the demos I use simulate( undefined, 2 )
. The first parameter specifies how long of a period to simulate, with undefined
meaning "all time since last call". The second parameter, 2
, limits the maximum number of frames to simulate. This eliminates lag introduced by subsequent cpu-intensive calls. Adding undefined, 2
may solve your issue.
I would also recommend grabbing an updated copy of both physi.js
and physijs_worker.js
- I updated the library a couple of days ago with some optimizations to keep things smoother. I also changed when the simulate
method is called in the examples.
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Thanks for your answers,
I've both updated physi*.js and my code (in my last push) to use simulate(undefined, 2) (calling it from a scene.addEventListener('update'… callback instead of doing it in the render function itself.
However, the marble still passes through sometimes.
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