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RigidBody damping behaves differently with Bullet and GodotPhysics #30991

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Calinou opened this issue Jul 31, 2019 · 1 comment · Fixed by #37314
Closed

RigidBody damping behaves differently with Bullet and GodotPhysics #30991

Calinou opened this issue Jul 31, 2019 · 1 comment · Fixed by #37314

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@Calinou
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Calinou commented Jul 31, 2019

Godot version: Git d66461e

OS/device including version: Fedora 30

Issue description: While investigating #19182, I noticed that linear damping is more intense in Bullet physics compared to GodotPhysics. In Bullet, values above 1 make no difference, but this isn't the case with GodotPhysics where values above 1 still make a difference.

Steps to reproduce: Create two RigidBodies with the same mass, place them next to each other, and define different linear damp values for each of them. Watch them fall when you start the scene.

Minimal reproduction project: rigidbody_linear_damp.zip

cc @AndreaCatania

@Calinou
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Calinou commented Jul 31, 2019

I just noticed this is already described in godotengine/godot-docs#2161. Still, I wonder if GodotPhysics should be adjusted in 4.0 to be more consistent with Bullet physics.

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