Week 12 -
Hello everyone,
Over the past week I recognized that the bug in the code was because of how we find the triangle intersected by a colliding point. To perform this, we were casting a ray from the previous position of the point to the current position and checking which face is closest along that ray from the previous point. The issue with this approach is that in not so rare cases, the previous position of the point can be inside the colliding tetrahedral in which case we get the wrong intersecting surface and the objects get thrown in random directions. Other ways to detect the intersecting surface were tested but to not much avail yet.
I am also in the process of moving country to start a new role and because of that I wasn’t able to put in as much time as I wanted to.