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
Cheers
-Jon