Hello, i’m using Unity 5 with its integrated Physx engine (version should be 3.1).
In my simulation there are a lot of rigid bodies that interact without collision, only by forces that I add by scripting.
In order to add those forces at each time step I tried two different ways:
- 1 for each force I needed to add during one time-step I called rigidbody.AddForce(force_to_add),
- 2 I compute force_sum wich is the sum of all the forces I need to add in that tilme-step and then call once rigidbody.AddForce(sum_force).
I though that the choice of the way 2 instead of 1 wouldn’t change the results at all, but instead the behavior of my rigidbodies are similar (almost equal) in the beginning of the simulation and progressively get different.
I wonder what is the cause of this difference.
I though that Physx would internally sum the forces i added anyway to compute the new velocity and vector-position.
Thanks a lot for the help.