| Hey! Congrats on the launch, the touted performance increases are mind blowing. 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. |