Skip to main content
Search type Search syntax
Tags [tag]
Exact "words here"
Author user:1234
user:me (yours)
Score score:3 (3+)
score:0 (none)
Answers answers:3 (3+)
answers:0 (none)
isaccepted:yes
hasaccepted:no
inquestion:1234
Views views:250
Code code:"if (foo != bar)"
Sections title:apples
body:"apples oranges"
URL url:"*.example.com"
Saves in:saves
Status closed:yes
duplicate:no
migrated:no
wiki:no
Types is:question
is:answer
Exclude -[tag]
-apples
For more details on advanced search visit our help page
Results tagged with
Search options not deleted user 17812

Relating to the motion of objects through space and time. Including concepts such as acceleration (thrust and gravity), mass, collision response, friction and more.

4 votes
Accepted

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. …
PSpeed's user avatar
  • 226