Physics System ignores collision in some rare cases
- by Gajoo
I've been developing a simple physics engine for my game. since the game physics is very simple I've decided to increase accuracy a little bit. Instead of formal integration methods like fourier or RK4, I'm directly computing the results after delta time "dt". based on the very first laws of physics :
dx = 0.5 * a * dt^2 + v0 * dt
dv = a * dt
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