08-01-2021, 10:47 AM
(08-01-2021, 08:46 AM)meryemekinci Wrote: 1. The rope's moves are too jiggly. I need its movements to be more settled, because when I make sudden moves to any corner of the screen, it loses contol.
Increasing damping should help with "jigglyness", as it increasing the rate at which particles lose energy. I see that you have it set quite high already, though. A possible solution could be allowing the user to only indirectly control the rope's end trough forces or other means, not allowing instant or near-instant teleportation to any point of the screen. See the included "WrapTheRope" scene for reference, which is basically the same game you're attempting to replicate.
Also, our rope has way too many particles. This will result in less-than-ideal performance, and force you to use a lot of iterations/substeps to keep in taut, resulting in even worse performance.
You should try to reduce rope resolution as much as you can, while keeping collision detection robust enough. Making the pegs thicker could help.
Quote:The distance between the particles are not equal all the time. It is always tighter near the cursor. I need them to be equally away from each other. Because that causes unexpected spaces between some particles and the connection with a joint breaks.
As explained in the manual (http://obi.virtualmethodstudio.com/tutor...olver.html), sequential evaluation is order-dependent. Constraints are grouped in batches to allow for efficient parallelization, but this results in particles that separate different distances from each other when the simulation can't converge (that is, when the rope stretches too much).
Using parallel evaluation solves this, at the cost of slower convergence. Which one to use is up to you and the results you want to get.