34 lines
1.3 KiB
Markdown
34 lines
1.3 KiB
Markdown
## Limitations
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LiquidFun uses several approximations to simulate rigid body physics
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efficiently. This brings some limitations.
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Here are the current limitations:
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1. Stacking heavy bodies on top of much lighter bodies is not stable.
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Stability degrades as the mass ratio passes 10:1.
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2. Chains of bodies connected by joints may stretch if a lighter body is
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supporting a heavier body. For example, a wrecking ball connect to a chain of
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light weight bodies may not be stable. Stability degrades as the mass ratio
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passes 10:1.
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3. There is typically around 0.5cm of slop in shape versus shape collision.
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4. Continuous collision does not handle joints. So you may see joint
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stretching on fast moving objects.
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5. LiquidFun uses the symplectic Euler integration scheme. It does not
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reproduce parabolic motion of projectiles and has only first-order accuracy.
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However it is fast and has good stability.
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6. LiquidFun uses an iterative solver to provide real-time performance. You
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will not get precisely rigid collisions or pixel perfect accuracy. Increasing
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the iterations will improve accuracy.
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*This content is licensed under
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[Creative Commons Attribution 4.0](http://creativecommons.org/licenses/by/4.0/legalcode).
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For details and restrictions, please see the
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[Content License](md__content_license.html).*
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