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Relating to the motion of objects through space and time. Including concepts such as acceleration (thrust and gravity), mass, collision response, friction and more.
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How do engines avoid "Phase Lock" (multiple objects in same location) in a Physics Engine?
I think sometimes it depends on the implementation and the basic approach used for collision detection and resolution (which is like 80% of a rigid body physics engine, I guess). … It's funny because I just hit this problem the other day in my own home-grown physics engine and threw an object into NaN space. …