I’m trying to learn about 3D Engines. I started with the rendering process and for that I created a project and using c# and direct3d11(sharpdx wrapper) I managed to create a simple 3d scene and I learnt a lot about the rendering process, matrices, shaders. I want to add to this little test scene 3d physics and I want to know about collision detection. I searched for this and found formulas for primitive objects like cubes. It is not something useful since I wanted mesh collision detection. I found the term “hull” which I knew from unity. If I understand well the hull is the CONVEX collider of the mesh, since you can’t compute concave collisions. I did research and found that unity is using a physics api called nVidia PhysX which is discontinued. I want to know in large terms how collision detection works in unity.
Nothing is discontinued. Unity is using PhysX for 3D physics, Box2D for 2D physics and Havok for the DOTS 3D Physics.
That’s too broad a question and it’s a huge subject. There’s plenty of online material discussing how 3D physics engines work and I would suggest the Unity physics forum isn’t the place to learn about it.
There’s a lot of primers like this you can use as a jumping off point for more in-depth material.