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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
adaptive proof artifact ยท public / event / debug
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

Related proof

Box Stack Stability

Stable stack under repeated runs with consistent contact resolution.

View test

Mixed Shape Resting Contact

Mixed primitive contacts settle cleanly without obvious interpenetration drift.

View test

CCD Tunnel Prevention

Fast-moving bodies preserve contact intent under CCD-enabled conditions.

View test