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pedromartins avatar pedromartins commented on June 26, 2024

My collision detection was initially calculated for uniform time steps (which would correspond to uniform distances travelled in the grid). When I made the animation time-dependent, the points that the ball passes through are more unpredictable, and that broke my assumptions for collision detection so I'll need to redesign it.

I'll do that when I get some free time. I'm surprised it actually works this well because it makes little sense with variable time steps.

from cuboid.

pedromartins avatar pedromartins commented on June 26, 2024

"Fixed" by having a "snapping" integral, and a much more lenient collision detection that relies on the snapping. It should work in all cases, but it isn't elegant so I will try to redesign the whole system later.

from cuboid.

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