I’m afraid some of this may have to do with a kinematic actor pulling on a dynamic actor. The reason I’m doing this is that I don’t want the actor to be affected by what he is pulling. I still want the actor to respond only to player input and not be tossed around.
In my scene are a number of rigid dynamic boxes floating in zero gravity. My main actor is a rigid kinematic sphere with a rope attached to a rigid dynamic box. The rope is made of a series of rigid dynamic boxes with spherical joints.
Things that I’ve tried are:
- Adjusting PxTolerancesScale. My scene is in meters, but my object masses average 20 for a length^3 volume. I'm using (length = 1, mass = 20, speed = 10). My playing with these hasn't produced a measurable difference.
- Adjusting SolverIterationCounts for the boxes. The video shown is at (10,10) (position iterations,velocity iterations) although the default of (4,1) produces the same results.
The rope links where the sphere joints are connected have a mass of 1. The joints themselves use the PxConstraintFlag::ePROJECTION flag with setProjectionLinearTolerance of 0.9f. To increase rope stability, I am reducing tethered object masses to 2.
I am looking for solutions that will reduce the jitter of collisions while allowing for a similar setup (kinematic actor pulling objects). Advice welcome, hopefully I’ve included the necessary details.