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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.
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.
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
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