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Custom physics for rigid body

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The context here is unreal engine 4

There is a character class inbuilt that possess basic character movement physics like walking , jumping , going up on an inclined surface etc etc. which is fulfilled in the engine by specialised movement code that is not ran on any physics engine but computed on CPU each frame on game thread. You can say it simulates some of the physics properties like velocities and acceleration calculating how much to move the character but its not a real physics simulation.

 

I wonder if how feasible it is to extend this kind of system to support a free rigid body like object, say making a box tumble around but with custom code instead of something like PhysX or Bullet. Is it worth it or would I simply end up with something that engines like PhysX can already do?

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2 hours ago, Commander Shepard said:

Is it worth it or would I simply end up with something that engines like PhysX can already do?

You will just be doing things the PhysX can do.

To be clear it isn't Unreal that does it, you need to check the Nvidia PhysX for a guide. Note some things Nvidia doesn't do for free and will sometimes require downloading a driver that you need a license to share.

 

Is there something you are aiming for?

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