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by looklookatme
1161 days ago
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> Although, physics engines are inherently difficult to work with in the first place. Do you have any insights into why this is the case? What areas of simulation or tooling are difficult to work with? Disclaimer: I'm on the Havok team and worked on the Babylon.JS integration. |
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I think physics engines are difficult for a few reasons:
- They don't mesh with a lot of features that modelers take for granted (non-uniform scaling, concave meshes, lax model scaling)
- It's hard know intuitively what values to use for things like acceleration, density, velocity, damping, friction. Especially because they are very inter-dependent.
- Interaction with moving kinematic or non-physics objects is an undefined behavior that has to be tested pretty rigorously.
- In gamedev, rigidbody physics are basically a trojan horse for gameplay bugs like clipping through the map and sudden bursts of high speeds (Which is both magical and frustrating). It's a non-trivial task to sandbox those behaviors completely.
- Projectiles. There's no catch-all solution for small fast-moving objects, it's always a tradeoff. But that's mostly because big O dictates it to be so.