Rigid body dynamics: Resting contact

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SUMMARY

The discussion centers on the challenges of implementing resting contact forces in a 2D rigid body dynamics engine. The user reports issues with bodies retaining kinetic energy and interpenetrating when influenced by gravity. Solutions suggested include researching existing technical papers on resting contact forces and considering the use of slightly non-rigid bodies or exact non-iterative solutions to motion. These approaches aim to enhance the simulation's realism and stability.

PREREQUISITES
  • Understanding of 2D rigid body dynamics
  • Familiarity with collision detection and response algorithms
  • Knowledge of physics concepts related to gravity and kinetic energy
  • Experience with implementing algorithms for separating interpenetrating bodies
NEXT STEPS
  • Research existing technical papers on resting contact forces in rigid body dynamics
  • Explore the implementation of slightly non-rigid bodies in physics simulations
  • Study exact non-iterative solutions for motion in rigid body dynamics
  • Investigate advanced collision resolution techniques to prevent interpenetration
USEFUL FOR

Game developers, physics simulation engineers, and anyone involved in creating realistic 2D physics engines will benefit from this discussion.

epaik91
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I'm currently programming a 2D rigid body dynamics engine.

While I have realistic collision detection and response between polygons, I have trouble in the simulation once I implement gravity.

When these rigid bodies are influenced by gravity, they never fall to complete rest (e.g. they always retain some kinetic energy and keep bouncing around). Additionally, when several bodies are on top of each other, my separating algorithm fails and the bodies interpenetrate a little.

I need to figure out a way to implement resting contact forces. Any advice would be appreciated.
 
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That's a common problem, I suggest that you search out some of the existing technical papers on the subject. Let us know how it goes. (If I were fiddling with this again, I'd try either slightly non-rigid bodies or exact non-iterative solutions to the motion).
 

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