Intersection and post-correction still seems to be present (and the sponge/spring behaviour) in demos even when you increase CCD steps and enable sub-stepping. Look at how much the bottom cubes/spheres intersect when the stack lands. (It's hard to tell what the demo called CCD is demonstrating.)
> intersections / collisions aren't the only dynamic in such a simulation.
Fair. (Contact points and friction also seemed more stable/realistic in Carmageddon 2 than in most physics libraries.)
Intersection and post-correction still seems to be present (and the sponge/spring behaviour) in demos even when you increase CCD steps and enable sub-stepping. Look at how much the bottom cubes/spheres intersect when the stack lands. (It's hard to tell what the demo called CCD is demonstrating.)
> intersections / collisions aren't the only dynamic in such a simulation.
Fair. (Contact points and friction also seemed more stable/realistic in Carmageddon 2 than in most physics libraries.)