New Physics Engine Questions

Just some things I need to clear up about the new Novodex physics:

What things should have mesh colliders in a game, and what things should have primitive colliders? Still Mesh only for static geometry, or is it now an okay idea to have that for moving objects?

With objects linked together with a lot of physics joints, you need to set the number of physics iterations really high for it to resolve the collisions even semi realistically. Is this related to mesh collisions, or what? (Sorry this isn’t very specific.)

Will there be any primitive colliders besides capsule, box, and sphere? Cylinder and ovoids/squashed-spheres would be really useful if they are possible.

Not to dish up a big shopping list, but Up-vector joints, slider joints, universal joints, and any other legal joint you can think of would also be very welcome additions.

Downloading beta 8 now, change log looks very exciting! Can’t wait till WWDC :slight_smile:

Cheers
-Jon

It is still recommended to use primitive colliders for rigidbodies.

I made human ragdoll and got away with 6 physics iterations. Worked quite well. You need to watch out that the chain of joints is connected correctly. It is easy to make mistakes. If something behaves not as you expect it to. It most likely is a setup error. If not report a bug. (Include the project)

There will most likely be support for cylinders but this is only in a few months.

I will add a bunch more joints after wwdc.

(In the Component->Misc section there is a Euler Rotation Motor. It is undocumented, unsupported and untested, but i know you are of the daring type.)

Good to have you back in action Jon.