sgundry Posted January 26, 2017 Posted January 26, 2017 Is it possible? Is it on a roadmap? I'm evaluating Unigine. Ideally we'd be able to plug in our own physics engines, and use existing ones such as Bullet. I've seen some forum posts alluding to this, such as this: > We are considering to add 3rd party physics engine integration later this year (or at the beginning of the 2016). https://developer.unigine.com/forum/topic/3543-physics-engine-stability-improvement/?hl=%2B3rd+%2Bparty+%2Bphysics#entry18727 I'm on a trial and can't access https://developer.unigine.com/en/docs/future (not sure why). Thanks, Sam
silent Posted January 26, 2017 Posted January 26, 2017 Hi Sam, Theoretically you can already integrate any 3rd party physics engine using C++ API, but it will require a lot of work. Our research in replacing built-in physics library with 3rd party solution is still in active phase. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
sgundry Posted January 26, 2017 Author Posted January 26, 2017 Thanks Andrey - yep, I realize in theory and realize doing so would be a lot of work. Does "active phase" mean it's not on planned for a version yet, and NOT likely not 2017?
binstream Posted January 27, 2017 Posted January 27, 2017 Integration of 3rd-party physics has low priority for our customers, so we re-scheduled this, so it may be available by the end of 2017, if there will be real demand. 1
an.le Posted February 20, 2017 Posted February 20, 2017 Integration of 3rd-party physics has low priority for our customers, so we re-scheduled this, so it may be available by the end of 2017, if there will be real demand. The 3rd-party physics include vortex? (http://www3.cm-labs.com/vortex-studio/features/physics-based-dynamics-engine/)
Artemopolus Posted January 11, 2023 Posted January 11, 2023 Здравствуйте, интересует система интеграции 3rd-party физики. Она продвинулась? Имею опыт имплементации Bullet в Unreal Engine. Собственно, интересует, кто тут за AActor?:) Может есть разные пути интеграции, которые могут быть реализованы?
karpych11 Posted January 13, 2023 Posted January 13, 2023 Здравствуйте. Есть простой пример интеграции с PhysX. Выглядит он следующим образом: В редакторе созданы несколько примитивов, на которые назначены BodyDummy, ShapeBox или ShapeSphere. Они нужны только для получения параметров для интеграции. Вызов симуляции и применение трансформаций происходят по колбэку окончания обновления кадра движка. При первом вызове симуляции происходит поиск объектов в мире и их добавление в физическую сцену. Для каждой подходящей ноды создаем физическое тело и шейпы. Поддерживаются динамические и статические объекты. Это можно настроить на объекте в редакторе с помощью флага Immovable. Также добавлена дополнительная визуализация шейпов из всей сцены. physics_test.zip
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