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High-Speed Collision Detection Limitation #6491
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Hi @FrostyFlame1, If you want to discuss about the values between the word "significant", I recommend you publish a game on gd.games with a control on the scale and a test case so that we can have solid grounds during the discussion. |
@FrostyFlame1 I'm the one who made that Spherez template, which uses the Physics behavior (powered by Box2d) Box2d uses continuous collision detection (CCD) for dynamic objects against static objects, so it should never miss. What do you mean by "collision not detected"? Are you using Physics collision or non-physics collision conditions? The non-physics condition only triggers when the objects happen to be touching during the frame (no CCD). My first guess is that you are using the wrong condition. |
I am using the Physics collision condition. When I changed the position of the specified event, the issue was resolved. So, the issue is not caused by the physics engine. I deeply apologize for reporting this as a bug. and I am so grateful for your time and assistance. |
Is there an existing issue for this?
Describe the bug
When the speed of objects is significantly increased, the collision detection fails. In my case the issue begins to occur when I set the scale to around 71 pixels per meter. Despite using the bullet option and implementing raycasting, the issue persists.
Steps to reproduce
link to the game: https://gdevelop.io/game-example/free/spherez
GDevelop platform
Desktop
GDevelop version
5.3.195
Platform info
No response
Additional context
No response
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