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Is this limitation only because double precision isn't supported yet? I feel like the speed limit might be a limit games run into more often than the others. |
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I can't speak to the precision/accuracy aspect of the speed limits (maybe you can chime in @jrouwe), but I had it explained to me that the speed limits were mostly "a last resort to prevent the system from exploding in case something keeps adding energy to the system, so you probably don't want to set it much higher than the current default." I'm assuming you're thinking of projectiles needing to move that quickly? I'm mostly used to seeing such things to be implemented as ray/shape casts in the few games I've worked on. I'm not sure how much value you'd get out of actually simulating something moving that quickly. Note that you can technically raise these speed limits in the project settings. It's only the slider that's soft-capped at the default limits. You can edit the field itself to whatever you want, with the above mentioned warning in mind. |
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lmao, so a terminal velocity was implemented? That's quite funny. I wonder what kind of situation could give something this much velocity. Good to know that it isn't a hard limit. Looking forward for 4.1 btw :) |
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If you have an unstable physics construct (e.g. a very complex construct of bodies and constraints), the speed limits prevents the speed from growing unbounded and possibly causing the entire simulation to explode (as the fast moving objects can hit other objects which then also go out of control). Very fast moving objects also cause a lot of stress on the collision detection system, which can slow down the simulation to a crawl. In normal simulations it shouldn't do much. |
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If you have an unstable physics construct (e.g. a very complex construct of bodies and constraints), the speed limits prevents the speed from growing unbounded and possibly causing the entire simulation to explode (as the fast moving objects can hit other objects which then also go out of control). Very fast moving objects also cause a lot of stress on the collision detection system, which can slow down the simulation to a crawl. In normal simulations it shouldn't do much.