I created a space that broadly models a carnival plink game.
Why do some of the balls get out of the container?
Hi @MrWolken,
CoSpaces Edu uses a simplified collision detection system (so that performance is optimized). With a lot of items, this can lead to collision not being detected when small volumes collide against each other.
In your example space are a lot of small spheres colliding against small collision objects. Here are some approaches to fix this issue:
a) Scale up all items
Select all items and scale them up. This gives our physics engine more space to calculate collisions properly
b) Slow down physics time
You can slow down how fast the physics system should run (great potential for slo-mo examples!) via the set physics speed
CoBlock (a value of 0.5
would mean physics runs half as fast)
c) Use less physics items
The more physics-items are in the scene, the more likely it is that some frames for physics calculations are skipped. Reducing the amount of balls would help keeping it optimized
Hope this helps! Below you can find a remixable space that makes use of all three suggestions.
I’ll use a combination of all these ideas.
It’s really a beautiful to see this set in motion. I think I’ll create a version where the user can control variables like bounciness, friction, gravity, scale etc.
Thank you!