Overview
A sequential impulse solver iterates over contacts and joints, computes an impulse from relative velocity and effective mass, clamps it to normal or friction limits, and immediately applies it to the connected bodies.
Approximates rigid-body contact and joint constraints by applying clamped impulses one constraint at a time.
Compact metadata for implementation and discovery.
A sequential impulse solver iterates over contacts and joints, computes an impulse from relative velocity and effective mass, clamps it to normal or friction limits, and immediately applies it to the connected bodies.
Quick facts
Runtime and memory behavior at a glance.
Best
O(constraints)
Average
O(iterations * constraints)
Worst
O(iterations * constraints)
Space
O(constraints)
delta_j = -(J*v + bias) / (J*M^-1*J^T)Computes a corrective impulse increment from constraint velocity error, bias, and effective mass before clamping.
Show state updates, constraints, and error correction over simulation steps.
Sequential impulses are deliberately approximate; stable results depend on timestep, iteration count, warm starting, and constraint ordering.
What each reference supports for this entry.
Collision detection reference for the geometric or broad-phase/narrow-phase behavior of Sequential Impulse Solver.
Good next jumps from the relationship graph, ranked for useful discovery.
Simulation · Core
Both correct constraint errors iteratively, though sequential impulses work primarily through velocity-level impulses.
Compare with thisBoth correct constraint errors iteratively, though sequential impulses work primarily through velocity-level impulses.
Rigid-body engines commonly pair dynamics integration with sequential impulse contact and joint solving.
Narrow-phase contacts provide the contact points and normals used by the impulse solver.