More experiments computing PI using Unity physics with colliding blocks (3Blue1Brown way)

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I continue my experiments computing number Pi the 3Blue1Brown way with colliding blocks using bare-bones Unity game engine's physics and make it work with a mass ratio of 1 000 000, which produces a correct value of Pi with a precision of 3 decimal digits. Will I be able to achieve better precision? - Subscribe not to miss the answer:)

This video is the third part of my quest in computing number Pi with two colliding blocks and Unity physics. Watch the previous parts:

0:00 - Overview
0:33 - Visual Adjustments
0:48 - No Freeze Rotation
2:03 - Freeze big block rotation
2:15 - Freeze small block rotation
2:30 - Freeze rotation of both blocks
2:49 - Tinker with Fixed Timestep and Velocity/Position Iterations
3:27 - Trying 100 000 kg
3:44 - Fixing Velocity Threshold
4:13 - Trying 1 000 000 kg
4:47 - Trying 10 000 000 kg
6:07 - Outro

Video by NASA-Imagery from Pixabay:

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Let me know what you think about the video in the comments (I read and reply).

This video is the third part of my quest in computing number Pi with two colliding blocks and Unity physics. Watch the previous parts:


And also join me on:

awesomegamedev
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in the last experiment, the mass of the heavier one isn't set properly since unity doesn't allow to increase mass over 1 million.
if you set it 10 million, unity will change it with its max value.

rhipheus
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I thought it was not possible to do this in unity but looks like you're almost there

wolderado
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Do you know why does Unity physics engine have velocity threshold for inelastic collisions?

AndrewStarostin
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I have basic physics I don't know high level physics so can I make games

aummehta