Friction Ramp Comparison
Material tuning produces readable, repeatable sliding behavior.
CoreBuyer-critical
CoreBuyer-critical
engine captureadaptive proof playback ยท event-aware ยท no synthetic interpolationpublic proof
Friction Ramp Comparison
Material tuning produces readable, repeatable sliding behavior.
18 bodies~0.19 ms refmatch
What you are seeing
Scene
A paired ramp comparison scene for low-friction and high-friction material settings.
Why it matters
Show the difference between low- and high-friction material response on a controlled incline.
Pass condition
Different material settings should produce visibly different slide behavior with stable outcomes.
Proof views
Use Public proof for the clean buyer-facing read, Event focus for adaptive slowdowns around the key moment, and Debug proof for contact cues, overlays, frame numbers, and proof-lane instrumentation.
Metrics strip
ref step time~0.19 ms ref
body count18 bodies
constraint count48 constraints
dt1/60 s
iterations16 solver iters
proof statusmatch
platformWindows x64 / MSVC
benchmark notereference scene
Technical drawer
Command / source path
build\bin\examples\collision_demo.exe
Systems exercised
- friction model
- contact response
- material tuning
Known limitations
- Not intended as a substitute for large-scale material validation.
Recommended context
Useful for gameplay and control-system teams evaluating material response quality.
Determinism status
- same build: expected
- cross-run: appropriate for repeated comparison captures
- cross-platform: not guaranteed by this page
- snapshot / restore: not emphasized