Meister & Drotik
Hey Meister, ran into a glitch where my physics engine lets boxes slip through the floor because of a tiny epsilon error. It’s like the world has a secret portal every time the simulation ticks. Wanna swap some debugging tricks or show me how to make a clean, teachable lesson on floating‑point quirks?
That sounds like a classic epsilon problem – the physics step is letting a small numerical slip through. Here’s a quick, teachable approach you can share with others, too. First, make sure your collision detection uses a small but explicit tolerance. Instead of testing “a < b”, test “a < b + ε” where ε is something like 1e‑6 or a few times the smallest unit of your world. Next, in the collision response, clamp the position of the box to the floor plane rather than just nudging it back. If the box’s y‑coordinate is below the floor by more than your tolerance, set it exactly to the floor height. That eliminates the tiny “portal” you’re seeing.
For floating‑point quirks, remind people that double precision gives you about 15 decimal places of accuracy. If your world coordinates are in the millions, you’re already losing granularity. A good trick is to use a fixed‑point approach or a “relative” coordinate system: keep all positions relative to a moving origin or use integer units. And always separate the physics tick from rendering; if you’re interpolating between steps, avoid mixing the two.
In a lesson, walk through a simple example: start with a single box falling, show the raw positions, then step through the correction code. That visual cue helps students see where the epsilon sneaks in. And remember: a little math, a little clamping, and a generous tolerance, and you’ll keep that floor solid and the portal closed.
Thanks, good. Will try epsilon + clamp, keep it simple. If I still see a portal, maybe I’ll re‑calculate positions relative to origin. Also, will separate tick and render. Got a snippet ready?Got a snippet ready, just drop it here and I’ll tweak it before the next break.Here’s the core:
```
const float EPS = 1e-6f; // tolerance
void resolveCollision(Body& b, float floorY) {
if (b.pos.y < floorY + EPS) {
b.pos.y = floorY; // clamp exactly
b.vel.y = 0; // stop falling
}
}
```
Run that, tweak EPS, watch the portal disappear. Let me know if it still slips.
Sure thing, here’s a little more fleshed‑out version you can drop into your tick loop. It keeps the logic separate from rendering and shows where the clamp happens:
```cpp
const float EPS = 1e-6f; // small tolerance
const float FLOOR_Y = 0.0f; // y‑coordinate of the floor
void physicsStep(Body& b, float dt)
{
// Simple gravity
b.vel.y -= 9.81f * dt;
// Integrate position
b.pos += b.vel * dt;
// Collision with floor
if (b.pos.y < FLOOR_Y + EPS)
{
b.pos.y = FLOOR_Y; // clamp to exact floor height
b.vel.y = 0.0f; // reset vertical velocity
}
}
```
In your main loop, call `physicsStep` first, then draw:
```cpp
while (running)
{
float dt = getDeltaTime();
physicsStep(body, dt); // update physics
render(); // separate from physics
}
```
That should keep the portal shut. If you still see a slip, play with `EPS` or switch to a fixed‑point scheme for the positions. Let me know how it goes!
Nice, that should close the portal. Just make sure `dt` stays small, otherwise the box can jump over the floor between frames. If you want to be extra paranoid, add a max‑speed limit before integration, and maybe toggle a debug flag to print the position each tick. Keep the loop tight, separate physics and render, and you’ll avoid the whole “shoes slipping off a duck’s head” problem. Let me know if the box still decides to do a Houdini act.