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Alas, this would break many things. Unlike real physics, the simulation is not time reversible.
It would be possible, but it would be strictly more tedious than 3, but not by a factor of 10. It would imply a lot more changes to the public API. Given the low relative value I wouldn't recommend this route.
There's no exposed method to do this, but it is doable and something I've had on the to-do list for a while (#64). Capturing all simulation state to guarantee a perfect deterministic reproduction would be tedious-but-doable, but it would be pretty easy just to store the body poses/velocities. |
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unfortunely this ideal of reversiblity is quite new and requres a whole new approach. it possible but not practical in todays widespead hardware. we speak in megaflops. but in the future , we might not even use floats. snapshots are not bad..but in substepping it kind of is, - quite a memory/ perf tradeoff. but on keyframes, if you take snapshots you also get an instant replay feature for free. if you use producer /consumer pattern you can have lockless 60 -120z hz drawing while your physycis threads run at 4000 fps for training bots , runnning CCD, or whatever.. if use setTimerResolution to 1 -4 ms you can have a smooth realitme framerattes as well for gaming whiles sleeping during physics loop. https://www.josstam.com/reversible i think this is a very underexplored area since this guy publishes a seminal paper , only every 20 years maybe its worth a read since it jsut preprinted. STAM pretty muchsta kicked off started interactive fluid dynamics for games, 1999 stable fluids..
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Hello, I'd like to be able to "undo" calls to Simulation.Timestep and thought of a few ways I could approach this --
Thanks!
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