tokamak physics thread 2:

Blitz3D Forums/Blitz3D Programming/tokamak physics thread 2:

The reason bodies fall through a terrain is mostly due to high velocities combined with high timesteps.
So either increase accuracy by using smaller timesteps or lower your velocities.
Animated bodies doesn't suffer as much of this as an animated body has some volume/thickness while a terrain triangle has no volume/thickness at all.

Tokamaks collisionssystem doesn't perform any sweep-tests so if a body is just above a terrain triangle at one frame and in the next frame it passes completely through, Tokamak won't detect any collision.

I guess the bodies can fall through an animated body too if it's very very thin.

One way to make sure that bodies doesn't reach too high velocities is to set the lineardamping a little higher, but not too much or the body will seem like it's falling through water.
And remember that gamephysics doesn't necessarily need to be realistic, just look realistic.