Physics realism - gravity too 'floaty'

Diabolikal49

21-02-2011 17:37:34

Anyone had any issues with this, or know what i'm doing wrong?

I'm currently working on a snooker game and i'd like the balls to fall into the pockets a little more realistically than they currently do. I've tried having gravity set to the default, and other vectors such as (0, -30, 0) and (0, -100, 0). If I set the gravity to an unrealistic vector such as (0, -1000, 0) then the other bodies in my scene start acting weird, 'wobbling' etc.

I realise that changing the mass of objects would not affect their fall speed as the physics engine treats the environment like a vacuum. Are there any other parameters or workarounds that I'm missing? I've searched around but can't find a definitive answer.

Cheers,

betajaen

21-02-2011 18:16:23

Yes, your right mass doesn't factor into gravity, which is why heavier things don't fall faster than lighter ones.

You should set the gravity to the same scale, so if your world is x10 bigger than normal, then your gravity should be x10 as bigger. I'd have a look at linear dampening at well.

Diabolikal49

21-02-2011 19:10:50

Again, thank you Betajaen.

I have already increased the linear damping quite considerably on the sphereshapes and they roll realistically. My only issue was the gravity and scaling the gravity makes a lot of sense, I will tweak it a bit now!

betajaen

21-02-2011 20:05:15

Have a look at angular dampening as well, since your working with spheres.

Diabolikal49

21-02-2011 22:47:41

Already have mate, thanks for the help :)