title: How to achieve maximum simulation accuracy in Bullet?
body: <p>I'm simulating rope to rope collision in Bullet and I'd like it to be as accurate as possible. I don't need the simulation to be real-time. Rope consists of rigid bodies connected using constraints(e.g. btConeTwistConstraint). </p>
  
  <p>Which settings do I need to tweak for simulation to become more realistic and accurate?</p>
  
  <p>From my experiments decreasing the 3rd parameter to 1/300 gives additional accuracy. </p>
  
  <pre><code>gDynamicsWorld-&gt;stepSimulation(SIMULATION_STEP_TIME, 1, 1.0f/60.0f);
  </code></pre>
  
  <p>Also increasing solver iterations count helps a bit:</p>
  
  <pre><code>btContactSolverInfo&amp; info = dynamicsWorld-&gt;getSolverInfo();
  info.m_numIterations = 50;
  </code></pre>
  
  <p>There are <a href="https://www.youtube.com/watch?v=PfezSJB21vk" rel="nofollow noreferrer">videos</a> where people simulate <a href="https://www.youtube.com/watch?v=FIPu9_OGFgc" rel="nofollow noreferrer">thousands</a> of bodies in Blender. I'd like to achieve similar effect in a C++ app.</p>