I'm making a pool-game like game. This game requires correct (or very accurate) reflective bounces. I tried Box2D and Bullet Physics, but they both have this problem.
If there is a wall on top of this image, red line is expected course of a real ball in a pool-game. But the engines often shows green line course. Especially,
- This happens after a slowly moving ball hits the wall.
- Sometimes a rapidly moving ball get slower suddenly.
I'm finding a physics engine which can simulate pool-game accurately as much as possible without these problems. Can I get some recommendations? Now I'm digging Newton Game Dynamics, but I am not sure the engine will show what I want. I'm considering the PhysX engine as a next trial, and have to make my own if nothing works. But it's obvious it'll take very long time, so I wish I won't do that. I'll be very appreciated if you save my time. And of course, solution with Box2D / Bullet Physics are also welcomed.
I am working with C/C++/Objective+C on iOS.
I attach my configuration with Box2D.
Walls
- static box shape
- linear/angular damping = 0.1
- restitution = 1.0
- friction = 100
- density = 10
- bullet = false
- fixed rotation = false
- inertial scale = 1.0
Balls
- dynamic sphere shape
- linear/angular damping = 0.1
- restitution = 1.0
- friction = 100
- density = 20
- bullet = true
- fixed rotation = false
- inertial scale = 1.0