godotengine / godotengine/godot
2D Physics collision solver is explosive under pressure
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- Dominant language
- C++
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Description
Tested versions
4.6.2, 4.6.3
System information
Happens on MacOs and Windows 11
Issue description
The 2D Physics solver is explosive when there are lots of bodies colliding under pressure. This is a problem for my game, but also in a solver stability test I made.
https://github.com/user-attachments/assets/10cb280d-d10c-423c-b8e6-c4eebf5efc42
The video above shows that reducing the contact_bias calms it down.
The PR here proposes changing default bias (breaking):
Change default physics bias to 0.2 (from 0.8) #119887
Steps to reproduce
Run a rigid body simulation with lots of objects under some pressure to collide with each other due to their own movement, or due to gravity.
Alternatively, download the godot-demo-projects/2d/physics_tests/ project attached to this issue. Run the main scene, select the test from the menu: Tests-> Functional tests->Solver->Bodies in Bucket. Run the test and play with the bias and other physics settings as desired. Let the bucket overflow and start putting pressure on.
Minimal reproduction project (MRP)
Download the test here (embedded within the godot-demo-projects/2d/physics_tests/ project).
physics_tests.zip
The test in the video has also been submitted as part of a godot-demo-projects PR:
Improve 2d/physics_tests for debugging and review #1326
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start with godot-demo-projects/2d/physics_tests/, run the Functional tests → Solver → Bodies in Bucket scene, and reproduce the instability as the bucket overflows. Vary the bias and other physics settings as described, then compare the solver’s behavior against the reported stability problem; done means the crowded-body simulation no longer becomes explosive under pressure.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- game-dev
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Quiet
- Clarity
- Mostly clear
- Newbie friendliness
- 48/100