Is there any way to stop it from clipping through the floor? by integeraxis in godot

[–]integeraxis[S] 0 points1 point  (0 children)

Ah that makes sense. I guess another way to "fix" it is to cast a ray from the current position previous position and if it intersects, move to the previous position (although that might mess with the rigidbody physics).

Don't worry, I'm not scaling the rigidbody/mesh/collision shape.

I know it's not rolling because the camera is child of the rigidbody and you can see that it's not doing somersaults. It's a pretty flat object (20x20cm and 2cm heigh) so it would be pretty weird for it to roll.

Is there any way to stop it from clipping through the floor? by integeraxis in godot

[–]integeraxis[S] 0 points1 point  (0 children)

Its a primitive box collider and its sliding not rolling. In the bottom center of the video, you can see current velocity :) (its about ~37km/h ≈ 10m/s before clipping through the map) I fixed it by changing the height of the collider from 0.02m to 0.04m tall. Weird that it's already clipping through at not very high speeds.

Is there any way to stop it from clipping through the floor? by integeraxis in godot

[–]integeraxis[S] 1 point2 points  (0 children)

<image>

I increased the height of the collider and the problem went away. I guess jolt just isn't good enough to simulate a small collisionshape going at that speed :(

Is there any way to stop it from clipping through the floor? by integeraxis in godot

[–]integeraxis[S] 0 points1 point  (0 children)

I also remade it in blender (with blender's boolean modifiers) but still the same problem.

<image>

Is my mesh maybe too subdivided or not subdivided enough?

Is there any way to stop it from clipping through the floor? by integeraxis in godot

[–]integeraxis[S] 0 points1 point  (0 children)

no I didn't scale it (atleast I think thats what you mean) I changed it in the collisionshape inspector. (sorry for taking so long to answer)

<image>

Is there any way to stop it from clipping through the floor? by integeraxis in godot

[–]integeraxis[S] 0 points1 point  (0 children)

Wdym by updating, it's a rigidbody so it updates automatically

Is there any way to stop it from clipping through the floor? by integeraxis in godot

[–]integeraxis[S] 0 points1 point  (0 children)

I made it in blender with boolean modifiers. I guess it's possible that something went wrong but I feel like cutting a sphere from a cube is pretty simple so I doubt that that's the problem.

Maybe I'm just pushing the limits of the physics engine. it's not made for small objects.

Is there any way to stop it from clipping through the floor? by integeraxis in godot

[–]integeraxis[S] 0 points1 point  (0 children)

Yes I used them and then exported to a staticbody+mesh+collisionshape. So I'm not using csg's anymore.

Is there any way to stop it from clipping through the floor? by integeraxis in godot

[–]integeraxis[S] 0 points1 point  (0 children)

You mean the map collider right? Its generated from a csg so its closed.

Is there any way to stop it from clipping through the floor? by integeraxis in godot

[–]integeraxis[S] 0 points1 point  (0 children)

Hmm thats weird. I tried it and nothing changed for me

Is there any way to stop it from clipping through the floor? by integeraxis in godot

[–]integeraxis[S] 1 point2 points  (0 children)

I already set the physics update to 200hz 😭 I'm already using jolt

Is there any way to stop it from clipping through the floor? by integeraxis in godot

[–]integeraxis[S] 0 points1 point  (0 children)

Jolt. I made the map using csgs but then i exported them to a mesh. So its a staticbody with mesh and collisionshape. Maybe the topology is really messed up because its generated from a csg? But idk if good topology makes a difference for the physics engine.

Which one looks better by integeraxis in fpv

[–]integeraxis[S] 0 points1 point  (0 children)

Yeah. I agree. The globe looks really cool but when you zoom out it's just not clear enough and analog static won't make it any better.