I don't change the FOV. The only shadow flickering comes on when I move an object (the character with the camera). When I disabled the rounding the result was better for moving objects, but for static objects (of course) the flickering comes back. So for moving objects the rounding is the "bad step".
Okay, and generally:
Every object have a CG point, and when I want to apply a force, I have to define a point also where the force "begins". Then I compute the distance between this point and the CG.
- If the distance is zero or the "ray" of the force intersects the CG then the transform is a translation.
- Else, I create a torque from the distance and the force (?) then compute the angular velocity from a formula, and create a rotation transform with CG center
?
It can't be true, because if I turn the front wheels for example right, the rear of the car won't turn left. So could my idea be true for a rigid body and can't I create a general physic object?