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1. Is there any adaptive substeps? For example. Simulation plays with 1 substep / frame. If there is a high probability of collision (AABB are too close) - calculate 10 substeps is specific part of space, where these objects are placed.

2. Is it possible to calculate higher substeps for certain objects? For example wheel collision with the road calculates with 10 substeps, but collision between cars - 1 substeps.

Thank you
staseg

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Newton achieves preventing of tunneling in form of "continous collision" feature:

http://www.newtondynamics.com/wiki/inde ... lisionMode
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JernejL

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Location: Slovenia

Most simulation go fine running at 60 fps with two sub steps.

The current version disabled continue collision, and other are many reason for that but the main one is that we not long solve island one by one, instead we put them all together and solve for the creation forces. Then island are integrated indevidually for sleeping.

As the hardware become wider and wider (wide simd and more cores) things that are sequential by nature has to give up to more brute force brute force approaches.
This will probably continue when we move more to parallel execution.
Julio Jerez
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Location: Los Angeles

Julio Jerez wrote:Most simulation go fine running at 60 fps with two sub steps.

The current version disabled continue collision, and other are many reason for that but the main one is that we not long solve island one by one, instead we put them all together and solve for the creation forces. Then island are integrated indevidually for sleeping.

As the hardware become wider and wider (wide simd and more cores) things that are sequential by nature has to give up to more brute force brute force approaches.
This will probably continue when we move more to parallel execution.

What does this mean for continous collision? is there a solution to use until this feature is fixed?
Help improving the Newton Game Dynamics WIKI

JernejL

Posts: 1521
Joined: Mon Dec 06, 2004 2:00 pm
Location: Slovenia

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