So, I am currently implementing a 3D engine with physics and so far so good, but I seem to have a problem stacking boxes. The collision detection and contact information is generated from my MPR algorithm, which does give the correct information. It works fantastic with spheres for example. Boxes work in terms of rotation on impact, etc, but the scenario where I want to stack couple of boxes, they start to jitter, even with disabled friction and restitution and I am not sure how to fix that.
Most of my implementation follows ideas from other engines, so I do have warm starting and sequential impulses, etc. So I am not sure what part of the engine is causing this behavior. Any ideas? Do I have to somehow account for multiple contact points, cause I do see face/face collision, I get 4 different contact points, which makes sense, but they are resolved with the penetration constraint gauss-seidel solver in succession, so is there some logic missing here? Do I have to somehow impulse resolve them all at the same time, like all 4 points?