armory3d / armory3d/armory

Overhead when static rigid bodies are overlapping

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#2,043 1 comment 2 reactions 0 assignees View on GitHub
bug physics
Dominant language
C++
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Description

I think they should not collide between, except if they are triggers. I think this behavior is not good because will not be possible to create primitive shapes for more complex objects. Collision groups may help here for now.

1. Press play: [static-rb-test.zip](https://github.com/armory3d/armory/files/5632942/static-rb-test.zip);
2. Alt + G to set all cubes to the same place;
3. Press play again;
4. Physics is dead.

Maybe this is related to the physics "bug" here: https://forums.armory3d.org/t/snorkel-explorer-an-educational-interactive-experience-and-my-first-armory-release/4237/2

Contributor guide

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Research direction

Start by reproducing the issue with static-rb-test.zip: press play, use Alt+G to overlap the cubes, and press play again. Investigate how overlapping static rigid bodies are handled and compare that behavior with triggers and collision groups. Done means overlapping static bodies no longer make physics stop responding, while trigger behavior remains possible.

Written by the indexing model from the issue text.

Assessment

Tech stack
blender
Domain
game-dev
Issue type
Bug
Difficulty
4/5
Estimated time
3-5 days
Activity status
Stale
Clarity
Mostly clear
Newbie friendliness
28/100

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