Latest Physics Activity
Thanks Dirk, this definitely helps, I appreciate it. My problem is I get too hung up on the most optimal way to do things. Your contact manifold talk made a lot of sense to me for the hull vs hull case, so I was curious if this was done in practice for boxes.
Thanks again!
Jikoob said:
When narrowing down my question to the simple diagonal throw/free fall problem I do agree that the math here is not complicated and it's probably the best way to implement such mechanic.
To me, the argument usually is: If the problem has an analytical solution, then i really want to use …
(new post because forum hangs when posting links)
The article explains the mass properties if a rigid body, including moment of inertia. We use this to model ‘rotation resistance’ of some object. A stick is easy to rotate if we rotate it around it's longest axis, but hard to rotate if we do so aroun…
@snoken Basically what joeJ said. When the changes become small enough, call it good enough and set the amount of rotation such that all vertices are on the same plane.
I originally was thinking i could use this for my robot-shooting game. The robots explode and the legs/arms/body parts fall off. I …
Perhaps at low speeds you should switch to rigid body simulation, though I'm not an expert in this at all. AFAIK you need a low-speed approach and a high-speed approach (I guess you already have this), because no single method works for all situations. Rigid body physics would fail at high speeds a…
Split screen has been added ? I will refrain from releasing too many photos/videos from now until release.
However I will continue to post written updates on here.
NVIDIA has announced PhysX 5.0 with the release planned in early 2020. The latest release adds support for a unified constrained particle simulation framework.
The new version includes Finite Element Model (FEM) to support deformable bodies, improved liquid simulations, and use of arb…