0 votes

I've been attempting to figure out the calculations behind 3d rigid bodies in godot, and am struggling to figure out how friction is calculated (on a rigidbody with a sphere collision shape).

Through my limited experimentation, it looked to me like friction was calculated based on subtraction rather than multiplication as I usually use for kinematic bodies (that is, the linear velocity of an object was decreased by a set amount each physics frame, rather than decreasing by something like 0.98 each frame)

Does anyone know the calculations behind this? (I'm using bullet physics)

in Engine by (399 points)

Please log in or register to answer this question.

Welcome to Godot Engine Q&A, where you can ask questions and receive answers from other members of the community.

Please make sure to read Frequently asked questions and How to use this Q&A? before posting your first questions.
Social login is currently unavailable. If you've previously logged in with a Facebook or GitHub account, use the I forgot my password link in the login box to set a password for your account. If you still can't access your account, send an email to [email protected] with your username.