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Penetration with btConvexTriangleMeshShape

Posted: Sat May 12, 2012 10:44 am
by sara
Hi,

I have a simulation where a bunny falls to the floor, which is defined by a very big box. The collision shape of the bunny is created with btConvexTriangleMeshShape. Still, sometimes the ears and head of the bunny penetrate the floor, even when the bunny is resting on the floor.

How can I avoid this, or make this less obvious?

Edit: By the way, this is my timestep:

Code: Select all

float ms = getDeltaTimeMicroseconds();  
m_dynamicsWorld->stepSimulation(ms / 1000000.f);