Open domske opened 6 years ago
Bullet Physics (which is what Xenko uses) has a ray based vehicle controller. Maybe we could look at exposing that.
Sounds great. I hope for high priority. 🙂 Is there any workaround / alternative to create vehicle physics with already existing features in Xenko?
I had a bit of a look at it ages ago. I thought it might be possible to re-implement the vehicle controller/wheels using the already exposed physics features. Basically converting the code to a C# script(s) etc. I never tested that theory though.
That being said I am not sure what's less effort. The work around or implementing the feature. I have never looked at how much effort is required for asset/game studio stuff. (It wasn't OSS at the time.) Plus documentation and sample to do.
Just a few images for brainstorming. We can be inspired by other engines like Unity, Godot, etc. Also a vehicle prefab would be nice.
A powerful, customizable but easy setup for fast creation of a vehicle physics simulation. Stable behavior on every ground. No weak, glitchy and jiggling physics. (no sink in the ground or jump away by collision intersections.) A high goal for a great engine. Just an idea. Or is there already a vehicle system?
I expect a Car Object with 4 (custom amount) of wheels and the developer has just move the meshes to it and directly drive with optimal settings. For example create a tractor and drive on offroad tracks. Or a racing car on asphalt.