Been playing with these issues for about a month and I’ve not been able to get collisions to work reliably.
Simple test program (effectively 2D) with a bouncing ball rebounded off walls, and a paddle to hit it with. I’ve used both Box2d and Bullet physics and gotten different results depending upon which problem I’ve focused on.
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Ball falls through wall (floor). This is a Dynamic item hitting a Static one. This works as it should with Box2D (never fails), but not Bullet. As the small ball gains speed (increasing through Restitution settings) it will eventually miss the floor and fall through. Tried all the settings I could find (like CCD, etc.) and other collision fixing things from wiki, but nothing matters.
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Paddle (fast moving) fails to hit ball (even when standing still). This is a moving non-Dynamic item hitting a usually moving Dynamic one. This fails in both Box2D and Bullet. Paddle is moving under user control.
Right now I’m mostly focused on Bullet since if it works there I can make it work everywhere.
I know size and speed can mater, but I’ve intentionally keep it small and fast while testing things. Seems like this is a basic issue that should have been solved within the libraries years ago. Most of the related web references I’ve found seem rather old.
Any clues would be helpful, since I’m at a loss.