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by HexDecOctBin
91 days ago
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If someone from Teardown dev team is here, did you guys ever tried to do the physics in voxel space? If I understand correctly, Teardown convert each physics chunk into a mesh and feeds all the meshes into a traditional physics engine. But this means that the voxel models remain constrained to the voxel grid only locally but not globally. I have been trying to figure out a way to do physics completely in voxel space to ensure a global grid. But I have not been able to find any theory of Newtonian Mechanics that would work in discretised space (Movable Cellular Automata was the closest). I wonder if anyone in the Teardown dev team tried to solve this problem? |
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I tried this on a local project. It looks very jank and the math falls apart quickly. Unfortunately, using a fixed axis-aligned grid for rotating reference frames is not practical.
One to thing I wanted to try but didn’t, was to use dynamic axes. So once an entity is created (that is, a group of voxels not attached to the world grid), it gets its own grid that can rotate relative to the world grid. The challenge would be collision detection between two unaligned grids of voxels. Converting the group to a mesh, like Teardown does, would probably be the easiest and most effective way, unless you want to invent some new game-physics math!