Interracting with 2 physics engines in the same Application
Posted: Thu May 23, 2013 8:56 am
I have the misfortune of trying this in Unity3d
At the moment I have 0 access to the PhysX innards, only my objects are available to me.
The only interactions they make are collisions only.
When i set my body as a "pseudo kinematic" (Frozen position and rotations) and move it about each frame (set position)
I get stable "inaccurate" collision response (from the other object) with no velocity taken into account a la collision with static object (ground).
When i set velocities for my object after moving them (The velocities have no effect. They are meant to inform other PhysX objects during collision) the collision response (Handled by physX & unity3d) of the physX objects are quiet explosive.
Basically I am wondering if there is a "Cheap" way to trick PhysX maybe have some corrective impulse at reduced framerate.
Everything but the relative velocity would be wrong.
Just asking before I try it.
At the moment I have 0 access to the PhysX innards, only my objects are available to me.
The only interactions they make are collisions only.
When i set my body as a "pseudo kinematic" (Frozen position and rotations) and move it about each frame (set position)
I get stable "inaccurate" collision response (from the other object) with no velocity taken into account a la collision with static object (ground).
When i set velocities for my object after moving them (The velocities have no effect. They are meant to inform other PhysX objects during collision) the collision response (Handled by physX & unity3d) of the physX objects are quiet explosive.
Basically I am wondering if there is a "Cheap" way to trick PhysX maybe have some corrective impulse at reduced framerate.
Everything but the relative velocity would be wrong.
Just asking before I try it.