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Ultimately, we decided to create our custom physics engine, using NWH Wheel Collider as a base for collisions and writing every part of car physics from scratch. This way we bypassed those limitations and were able to craft tracks with the precise slopes, terrain blending, and asset placement we wanted.”
This chapter is all about how I solved it (so far) to be able to place all kinds of assets like 3D-meshes or self-growing fractal seeds on the terrain. What Sebastian Lague did to work-around it when generating new terrain chunks on runtime is to use multithreading. Before we start. Freezing is simply annoying and kills the flow.
GPUParticles : Processes particles on GPU, allows very large amount of particles at little cost, and with ability to write custom particle shaders. Allows collisions against the physics world. Baked SDF Collision. Still, for complex interiors, creating all the collisions with boxes and spheres can be a hassle.
In other engines, you have to provide many shader variants, mix HLSL with a metalanguage, error reporting is terrible and writing shaders is difficult in general. writing shaders is very easy! The get_node() function also got syntactic sugar to obtain nodes in the local scene tree by writing less code, using the $ alias.
You can find some example code in the PR and check the docs of the Performance class (not updated at the time of writing). One of the most common uses for IK in 3D is to place a character's feet on uneven ground without clipping through the geometry, where the legs realistically adjust to the terrain. Plurals and context support.
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