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Genesis v1.2.3: More Realistic Friction and Rendering

Why it mattersNew physics engine prevents robots from slipping when pushing boxes, renderer handles multiple materials in one pass, LiDAR adds power-saving mode.

Genesis is a robot simulation platform. This update makes the physics world more realistic: robots no longer fake-slip when pushing boxes or screwing, making grasping and dragging more realistic. The renderer now handles rigid, soft, and articulated bodies in one pass, eliminating separate pipelines. LiDAR sensors have a new 'distances-only' mode that skips complex material interactions, significantly reducing CPU load. It also fixes bugs causing model twisting and phantom collisions, making lar

What changed

  • Introduced an elliptic friction cone model for more accurate static friction, preventing robots from fake-slipping when pushing boxes or screwing, making grasping and dragging more realistic.
  • The batch renderer now supports rendering rigid, soft, and articulated bodies together in a single pass, eliminating the need for separate rendering pipelines.
  • Raycasting sensors like LiDAR and depth cameras added a 'distances-only' mode, skipping complex material interactions to significantly cut CPU load for large-scale parallel simulations.
  • Added an option to ignore the default ground plane, making it easier to create custom terrains like slopes and pits, or run zero-gravity floating experiments.
  • Fixed a bug where rotation angle calculations conflicted, preventing unexpected twisting or deformation of models during simulation.
  • Fixed a collision detection bug for plane entities, eliminating phantom collisions or objects bouncing around for no reason.
  • Corrected the mass calculation for attached entities like tools mounted on grippers, ensuring the inertia and wobbling of the robotic arm match real-world physics.
changelogGenesisreleaseprojectv1.2.3GitHubupdate

Source: GitHub Releases · July 18, 2026

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What changed

  • Introduced an elliptic friction cone model for more accurate static friction, preventing robots from fake-slipping when pushing boxes or screwing, making grasping and dragging more realistic.
  • The batch renderer now supports rendering rigid, soft, and articulated bodies together in a single pass, eliminating the need for separate rendering pipelines.
  • Raycasting sensors like LiDAR and depth cameras added a 'distances-only' mode, skipping complex material interactions to significantly cut CPU load for large-scale parallel simulations.
  • Added an option to ignore the default ground plane, making it easier to create custom terrains like slopes and pits, or run zero-gravity floating experiments.
  • Fixed a bug where rotation angle calculations conflicted, preventing unexpected twisting or deformation of models during simulation.
  • Fixed a collision detection bug for plane entities, eliminating phantom collisions or objects bouncing around for no reason.
  • Corrected the mass calculation for attached entities like tools mounted on grippers, ensuring the inertia and wobbling of the robotic arm match real-world physics.

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Genesis v1.2.3: More Realistic Friction and Rendering

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