Sphere physics. Infinite ball rolling

The question is mainly about why such behaviour exists in the physics engine in the first place? Take Unity engine, for example, — haven’t had any problem with rolling balls, Box 2D — the same. I just want to understand is this normal or is it broken?

Besides, setting angular and linear damping only decreases the effect, and presents additional unnatural behaviour.

And setting manual thresholds to stop a ball when it’s still enough to stop also presents a problem — the need to discern whether the ball is on flat surface and coming to a stop, or it’s on a ramp and just reaches the point where it will go down.

I’m just a little baffled, that we can’t get “realistic” ball rolling behaviour “out of the box”. In our times of computing power :slight_smile:

jwatte, thanks for replying.