simple fixed-joint-structure is destroyed by higher moved speed.
how can I solve this problem?
SetVirtualResolution(800,600)
SetCameraRotation(1,0,0,0)
SetSyncRate(60,0)
SetErrorMode(2)
Create3DPhysicsWorld()
Set3DPhysicsGravity(0,0,0)
Local acceleration As Float
Local obj As Integer[3]
obj[0]=CreateObjectSphere(3.0,8,8):SetObjectPosition(obj[0],0,0,0)
obj[1]=CreateObjectSphere(1.5,8,8):SetObjectPosition(obj[1],Sin(050)*2,Cos(050)*2,0)
obj[2]=CreateObjectSphere(1.5,8,8):SetObjectPosition(obj[2],Sin(170)*2,Cos(170)*2,0)
obj[3]=CreateObjectSphere(1.5,8,8):SetObjectPosition(obj[3],Sin(290)*2,Cos(290)*2,0)
Create3DPhysicsDynamicBody(obj[0])
Create3DPhysicsDynamicBody(obj[1])
Create3DPhysicsDynamicBody(obj[2])
Create3DPhysicsDynamicBody(obj[3])
SetObjectShapeSphere(obj[0])
SetObjectShapeSphere(obj[1])
SetObjectShapeSphere(obj[2])
SetObjectShapeSphere(obj[3])
SetObject3DPhysicsCanSleep(obj[0],0)
SetObject3DPhysicsCanSleep(obj[1],0)
SetObject3DPhysicsCanSleep(obj[2],0)
SetObject3DPhysicsCanSleep(obj[3],0)
Create3DPhysicsFixedJoint(obj[0],obj[1],CreateVector3(Sin(050)*1,Cos(050)*1,0))
Create3DPhysicsFixedJoint(obj[0],obj[2],CreateVector3(Sin(170)*1,Cos(170)*1,0))
Create3DPhysicsFixedJoint(obj[0],obj[3],CreateVector3(Sin(290)*1,Cos(290)*1,0))
For i=-9 To 99
SetObjectPosition(CreateObjectBox(4,4,4),8,i*8,0)
Next
While GetRawKeyPressed(27)=0
acceleration=(0.5-Sin(GetMilliseconds()*0.05))*60
SetCameraPosition(1,GetobjectX(obj[0]),GetobjectY(obj[0]),-30)
SetObject3DPhysicsLinearVelocity(obj[0],0,1,0,acceleration)
//SetObject3DPhysicsLinearVelocity(obj[1],0,1,0,acceleration)
//SetObject3DPhysicsLinearVelocity(obj[2],0,1,0,acceleration)
//SetObject3DPhysicsLinearVelocity(obj[3],0,1,0,acceleration)
Step3DPhysicsWorld()
Sync()
EndWhile
AppGameKit IDE 2017.09.04
OS : Ubuntu 17.04
Kernel : Linux 4.10.0-33-generic, x86_64 (Aug 11th 2017)