I have a problem. I try to collide ship hull (dynamic convex mesh) with walls (kinematic convex mesh). In general all works wery good. But there are occurrences, when suddenly large force appears.
Debuging contact points, I have found, that there is a large separation (or penetration) (0.6 - 0.8m).
I tryed different skin width, it doesn’t solve the problem.
Setting data.maxImpulse = 1e6 solves the problem!!!
But, it’s good only for temporary solution as it solves only consequences, not the reason.
And documentation says that using contact modification callback lead to performance degradation.
Maybe, it is something wrong with my data?
I tryed to simplify ship hull. Even with parallelepiped the problem is still exist.
Is the large penetration associated with a hitch in the frame rate? Unsteady frame rates can cause all sorts of nasty artifacts, especially when dealing with contacts between a dynamic body and an animated kinematic body.
–Mike
The source of the problem was in large coordinates.
Centre of the actor was centre of the scene. Therefore a distance between centre of the actor and centre of it’s shapes was about 15 km.