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  1. When we want to do something like backward rewind, we get some problems with BodyFracture (& potentially created/removed bodies). When we do rewind, all is ok, but crack pieces are still enabled & we can`t get it work propertly using script. I have some notes about how to do it right modifying physics.saveScene() & physics.restoreScene() logic: 1. We need to save body enabled/disabled state. 2. When actual scene has no physics body, but we want to restore scene which contains it, we need to ignore such bodies (now it crashes engine). 3. When we make restoreScene, we need to disable bodies, which is not exist in savedScene. To make this system more flexible, it can be possible to make some parameters (ignore / warning / create not existing, disable / remove not saved, compress freezed bodies (may be this needs to ignore performance optimizations)). Also i want to have some functions like saveScenesToFile. I think there is way to discard info about freezed bodies to reduce file size. This will be very useful for creating replay files. For now there is one way to do replay using save/restore state mechanism, and i think it is perfect way because of simplicity. But problem is in size of file which this system produce - it is not useful, direct video capture can be smaller size :D
  2. Hello, we cannot get character with Ragdoll to be physically updated by gravity and other physical force. At a very confusing state here, what function do we use to move any 'non-playerActor' characters with physical collision detection? Any tutorial on this at all?
  3. Ocean Physics for Ship Simulation

    We are about to start a job where you pilot a ship. Has anyone done a working ocean simulation in Unigine, where the ship interacts with large waves (3 to 5m height), over a large area eg 2km x 2km. Options I have considered are: - Somehow use a small physics water surrounding the ship and any items (ships, yachts, logs) in the immediate vicinity, around 2km x 2km tile. This may be a pain as we will still have to somehow have the objectwater, non physics ocean all the way to the horizon. - some way to raycast objects onto the objectwater, non-physics ocean?? maybe from 3 points and average them for a ship. The boat would need to be controllable in these alternatives and other objects would still likely follow paths or wayfinding. I have looked at some of the demo samples and there appears to be 2 different options for a physical ocean. physicalwater and objectwatermesh. What is the difference and which is more suitable to a large scale ocean simulator?
  4. I need to put constraints on the forces that are exerted on a body at any point in time. Is there a way to get the collision data calculated by the engine, but write my own collision response (for a single body)? Are there other ways to achieve the same result?
  5. Are physics simulations deterministic? IE assuming 3 different machines are all maintaing the same physics framerate, and given the same set of objects to work on, are the results compltely deterministic? (And assuming they are deterministic, I assume if one client drops a physics frame (or gets cut off early) the results are unspecified?)
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