POLL: what time of impact estimation method are you using ?

Please don't post Bullet support questions here, use the above forums instead.

What is the most advanced time of impact method you use to avoid missing collisions ?

No time of impact estimation at all
4
19%
Raycast time of impact estimation
2
10%
Swept Sphere time of impact estimation
2
10%
Linear convex object cast
7
33%
Angular and Linear time of impact
6
29%
 
Total votes: 21

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Erwin Coumans
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POLL: what time of impact estimation method are you using ?

Post by Erwin Coumans »

Most modern physics middleware are adding the option for continuous collision detection. CCD can help to avoid missing collision detection. It can be enabled either for all objects, or just for objects that are critical for the gameplay (player, player car, hand grenades).

Perhaps in your engine the mix of chosen stepsize, discrete collision detection, penetration depth recovery, maximum velocity, minimum object size just works fine.

What is the most advanced time of impact estimation method that are you using ?