Hi Geoff,
Thank you for taking a look at this thread.
Here’s some more details, hopefully it helps you getting a better overview :
First off CCD is enabled, I double checked in the Chaos Visual Debugger, I forgot to check it directly in the physics shape in the repro project.
Our vehicles can go from very low speed to 200 km/h, hence the repro project simulating a collision with a 400 km/h impact speed which is our most extreme scenario (max speed front collision).
I don’t need collisions to be “ultra accurate” but roughly accurate, the box shown in Rafael’s answer is too far from the visual mesh, we can’t afford to have a box collision for a rounded shaped vehicle.
A couple reasons for this, as you mentioned, replay and slow motion are indeed planned, the upper part of the vehicle can also be subject to collisions with other dynamic objects (which I don’t need to be as accurate as front and side collisions though), and low speed collisions are quite common and need to be believable (not realistic)
Fiddling with collision shapes and making them a lot “higher” than the visual mesh does fix the issue but I would like them to be roughly the height of the vehicle, I’ll try adding again a bumper collider as you suggested, hopefully the solver can deal with the multiple colliders now that they are simplified.
Also, I’m already altering the collision impulses and normals for specific situations, and likewise, I find it too risky and unpredictable for the general vehicle-to-vehicle case.
Can you elaborate a bit more the “triangles not being perpendicular to the ground”? Our vehicles can go up and down slopes, so their front end won’t ever be perfectly aligned with the ground nor with other vehicles when colliding.
The goal is to have the same contact normals generated at both low and high impact speed, can you give more details on how to make CCD more precise? I’m willing to try and maybe balance the improvements versus the performance hit.
Best regards,
Nicolas