Trekin

Matterjs collision breaks at high speed

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I found in my project that when objects are moving fast enough the colliders no longer work. Do I need to be increasing the mass or something so collisions register when an object is moving fast?


You can see an example by going to the Collision Filter example (https://labs.phaser.io/edit.html?src=src\physics\matterjs\collision filter.js) and setting the bounce (on line 31) to 3

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It is tunneling. Physics engines have ccd(continues collision detection) to detect such collisions but matterjs doesn't have . You can try increasing position and velocity iterations but they probably won't be enough for too fast objects. 

this.matter.world.engine.positionIterations=20;
this.matter.world.engine.velocityIterations=20;

 

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