Half way through the month and I’m the first to start the thread? Hopefully you guys were just waiting for someone else to start one.
Here is a video of the progress I’ve made with my mphys library with the block object support. Sort of a lot of soul searching over the summer finding a way forward so that I can finally skip over limitations that are unlikely to get solved by my brain.
Follow along on the journey:
The short version is that (for the foreseeable future) I’m giving up on most dynamic object->object joints. They are just too unstable in this particular iterative solver and I don’t see that getting fixed any time soon. It’s even worse when joints are chained together… like not even worth demoing worse. (Though I guess it’s funny to watch, the errors are hard to explain.)
Instead, I spent the rest of the summer and my Thanksgiving break getting proper shape hierarchies working, ie: the ability to treat multiple shapes as one object. This covers 90% of my own Mythruna use-cases with some small compromises in flexibility. To cover some of the gaps, I made it so that the hierarchies can be changed at runtime so that the chest could still open and close if written to do so. It would just have to be a scripted action instead of a physical force thing.
Technically, I 100% needed these sorts of flexible shape hierarchies, anyway. I’d just been putting it off hoping that dynamic joints might get me by for a while (oh the irony). There was no way I was going to be able to have large sailing ships without objects attached to them, though.
Because the shape hierarchies can be animated and the center of mass changes on the fly, it allows for some kind of cool things. Near the end of the video is a wheel object with an internal pendulum that is animated to swing at a constant rotation. Because that shifts the center of gravity, it causes the wheel to roll. A neat effect that I was happy to see work the first time I tried it.
Still more to do but I can finally start moving onto other hard problems.