No, the physics are generally very stable, otherwise you would see the vertices exploding everything and the ponytails would disappear totally.
if you are referring to the wonky behavior of the tie (and occasionally the ponytails), then that is because I was being lazy and didn't fine tune the parameters enough
The most popular physics engines use eular integration internally, there are ways to improve on the 1st order inaccuracies
interesting feedback, I appreciate it
This is just a small demo in its own right, and you can forget about iPhone, polycounts, physics inaccuracies and distracting ponytails;
I only mentioned them to set a context for why I am interested in the general range of framerates: to serve as a benchmark for future tests and demos (there will be more)
This demo was not intended to demonstrate my 1337 shader skillz or physics coding abilities, nor was I aiming for totally realistic behaviour.
Its just a framework, another step in the evolution of my engine
On the whole, I had lots of fun experimenting with this Miku model, and I figured it was high time I gave something back to the community in the form of an interactive demo.
Also something for the Miku fans out there (there are quite a few)