Related Issues (20)
- bug in debugmode (SOMETIMES) "btAssert(fsum > SIMD_EPSILON);" HOT 1
- bug (SOMETIMES) in release mode when deleting rb components HOT 1
- random engine seeds every optimization iteration. HOT 1
- NaN torques generated (probable cause to #5)
- Something goes wrong when perturbing parameters HOT 10
- Falling directly on start. No strength in legs whatsoever. They should be straight at least, to allow for future movement. HOT 3
- [Old bug] Collision writes result wrong HOT 2
- Lower IK angle is wrong HOT 1
- Gravity Compensation is only applied for the foot, not every link. HOT 1
- foot placement doesn't work if speed >=1
- what's up with the velocity factor in the optimization?
- Feet as rotated joints instead of flattened joints HOT 1
- Make it work with 1000Hz
- goal velocity is -15 quadrillions
- Character can't be too far outside the world center or the simulation falls apart.
- There might be a nasty error hiding in App.cpp or similar in release HOT 1
- Feet collision not enabled! HOT 1
- parallel code is slower than serial HOT 2
- Try to see what happens when global write to torque list is re-enabled.
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