I'm working on space game. I want to add some levels inside a closed station, but i need to know a good way to manage wall collision detection with JME Physic 2.
Let's say my station is a cube and my spaceships a sphere. The sphere is inside the cube.
If I set physic bound (the sphere have dynamic node and the cube a static one) as usual, the sphere is throw away outside the cube.
I didn't find anything that can inverse this physic, I mean keeping the sphere inside the cube and stop it when it try to go through the cube face. Can you confirm it's not possible ?.
I thought about other solutions:
- Create a bound for each face of cube. but for complexe shape need a lot of bound so i'll need a lot of CPU.
- I know we can shape bound by passing vertex positions, but i don't know if i can make hole in (Like torus). And it's not easy to make it.
What's solution I can use to manage wall collision in closed space ?
Thank you for your answer