#Physics Local Simulations (like in star citizen ships!)

1 messages · Page 1 of 1 (latest)

viral crystal
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https://www.youtube.com/watch?v=kQ6n9TmCGNk&ab_channel=Cold

Just a little preview of something I'm working on for the past two months, I plan on posting more soon

With this system you can create "local physics grids" for vehicles like starships, trains, cars, or other large moving structures, so the objects inside of them are in a relative frame of reference. Effectively removing all the problems that come with vehicles where players can walk inside of then while they are moving.

I can make those grids move at very fast speeds (unlimited i suppose?) and locally you and the physics objects would not "feel" anything since they are in a relative frame.

It requires tons of changes to the engine source to make stuff like raycasts, sweeps, overlaps, character movement, and other positional systems like LOD and network relevancy based on distance to work, so it probably will not launch as a plugin.

And yes, this is for a space game, I'm cursed with the mission of creating one.

quiet socket
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interesting, sad it needs engine modifications

humble hemlock
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I was trying to make something similar! I'm sad it requires engine changes, I'm not knowledgable enough to work with that kind of stuff just yet 🥲

viral crystal
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Yeah, unfortunately without engine modifications you will end up implementing hacks that don't integrate well with other physics dependent systems, like on actor begin overlap and raycasts for example.

When my version is finished I will try to distribute as a plugin, since I saw you can customize the chaos class in the project settings.

Just need to know how to do the same for primitive component. But that is way down on my priority lists... so I wouldn't hold my breath

split parrot
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Impressive work, been looking for a solution for this for a while

slim void
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wow thats super cool man!

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hope you kept up the good work on it