A Random Player wrote:The floating near the charges effect is actually a "bug"...
Hey, you're right, it is indeed bug-ish. I didn't even notice that as I was playing through. But thinking back, that was an issue I had to deal with.
The most basic problem would be you near a single negative charge. If the force really grew to be infinite, then you'd get flung in-and-away in a really ultra-chaotic and non-fun way.
So, basically, I decided that you, the player, aren't quite in the plane of the charges (after all, if so, you'd 'hit' them instead of passing through*). I imagine the player to be moving around a few inches in *front* of the charges. And that tends to resolve everything.
Now, practically speaking, the reason why this happens does indeed have to do with the Relaxation Method, and the fact that I calculate voltages at every lattice-point in the game. The method leads to finite-valued voltages... and between that and the way I calculate the e-fields from the voltages, the forces won't grow boundlessly. Which, at the end of the day, is what I want.
Though, I will admit, there's something odd to the fact you can float so close to a dipole.
A Random Player wrote:Now I'm going to wonder - what happened? My guess is that Andy was too tired from fixing the electric bug. (See: Lack of intro (45 seconds of nothing at beginning), random put-TES-near-exit-and-win at end.) Don't worry, annoying physics bugs are
very annoying

Ah, whoops! That's the unedited version I posted! I replaced the link above with the *actual* video. My b, my b.