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@@ -9,25 +9,26 @@ TODO:
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- test different tick lengths (demo)
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- test env functions with a single distinct point near camera
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- env function: heightmap
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-- demo: soft net (water surface?)
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- bounding box/sphere test functions/macros for optimization of environment
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building, plus a demo that tests if it actually accelerates it
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- test ray casting (e.g. the hit of an outside ray should always be outside)
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-- check if using fastBSphere vs normal BSphere doesn't affect the simulation
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- result (it shouldn't)
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-- fine tune the number of reshapes needed for nice behavior
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-- bug? bodies stuck inside each other resist falling down by gravity (stack.c)
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DONE:
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- demo: car
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+- bug? bodies stuck inside each other resist falling down by gravity (stack.c)
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+ ^ Seems to be okay now?
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- ray casting against bodies
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- world state hash? for testing determinism etc.
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+- check if using fastBSphere vs normal BSphere doesn't affect the simulation
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+ result (it shouldn't) <-- on stacks.c gave the same world hash
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+- fine tune the number of reshapes needed for nice behavior
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- body being pushed (e.g. by gravity) onto a sharp edge will likely not resist
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(due to only linear forces in connections) and will very easily be split very
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wide -- TRY AND FIX! Fix could be e.g. in a special function that checks
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whether any connection is over some tension limit and if so inverts velocities
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of its joints? OR MAYBE RATHER start applying proportional (as opposed to
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current linear) acceleration due to tension after some tension limit.
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+- demo: soft net (water surface?)
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- try this: when reshaping body, also try to subtract velocities of joints that
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go against each other along a connection, i.e. velocities that should cancel
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out... maybe this reduces shaking?
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