Has it ever happened to you that a car in a video game suddenly starts vibrating, bouncing, or even flying away uncontrollably?
That’s the classic symptom of a physics simulation tied to the frame rate, or the use of a “wrong” integrator.
In this article, I’ll show you how to avoid this in Unreal Engine 5 by leveraging Chaos’ asynchronous physics, with a concrete example: a car with suspensions designed for a racing game.
👉 Read the full article on Medium
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