"the only thing i can think of to suggest is increase your @fixedtimestep and @maxsubsteps."
this improves it some but doesnt solve the problem. when the fixedtimestep is on max 250 and I put maxsubstep on high level as 1000. still the edges are not solid. when a body goes fast sometimes it cross the wall instead of bounce.
yes fast objects are now bouncing but my problem is that when I move fast in front of the webcam in the patch and the orange area hits a ball fast the orange area tend to go right through the objects rather then hitting them.
but if I increase the gravity in jit.phys.world to for example @gravity 0. -500. 0. causing the objects to fly very fast they bounce as they should.
Its when I move my body fast in front of the webcam they´re not bouncing ...
carsol - do you have the same problem? if not ... would you mind upload your patch, or parts of your patch and I can have a look what I might do wrong?
Have you try with a smaller mesh matrix like 20*20 (100*100 is a very big matrix for this example and may be too much cpu)
if you play with mass, restitution, friction of moving bodys is it better?