Are Euler's equations integrated for a PxRigidDynamic in PxScene::simulate(dt) ?

Hi,

Sorry for the delay, things were a little irregular over the holidays. Yes, we do cheat a bit in this respect, because the solver leans towards efficiency rather than accuracy, and it can be difficult and expensive to preserve angular momentum while limiting gains in kinetic energy due to numerical error. For the vast majority of game applications this limitation is never noticed. Could you tell me more about the application, what you are attempting to simulate that requires precession?

Thanks,
Mike