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Moving player inside of moving spaceship?

The main issues here are, roughly: Floating-point imprecision and catastrophic cancellation. An ordinary (single-precision) float has 23 bits of mantissa. Say you're moving at 1.0 m/s, and you add ...
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  • 131
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Why do physic engines apply force fully linear, despite adding torque

Your belief that angular acceleration should somehow diminish linear acceleration is simply false. The linear and angular momentum of a system are each separately conserved. Imagine a unit cube, axis ...
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  • 112k
16 votes

Moving player inside of moving spaceship?

The ship stays in place and everything moves. Mostly. In this answer I present three ideas of how to go about it, and I'm referencing the games I'm basing them on. I could not find out what approach ...
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  • 18.1k
1 vote

Configurable Joint rotation doesn't seem to respect mass difference

Well, turns out the answer was pretty simple: Colliders Colliders are present by default on the Cube primitive, but I'd been deleting them because I don't need/want collision detection. Since I'm ...
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