I am trying to make physics more usable for me, and to have physics definitely settled in my app.
I am tagging some stuff on my modelling app to postprocess it. So far this has worked well for renderstates. For physics I have:
So, for each node I tag with .!S or .!P, I detach it and create a DynamicPhysicsNode, setting one child as geometry for rendering and the other one as a tip to create the physic representation (using boxes (.!P), spheres (!S)…).
Now I have several doubts:
- My airplane is always attached to its wheels. Do I really need to keep 4 separate dynamic entities just to allow wheels to spin and the back wheel to turn on ground?
- If I am using 4 or 6 dynamic nodes per vehicle, I will be needing around 144 dynamic entities to allow 24 vehicles in-game. How do you think this is going to perform? Even if my wheels are attached to the airplane hull through joints, should be conservative here?
- Not to mention bullets, of which I need to have quite a lot. I plan to keep this out of jMEPhysics.
- Networking is now a problem for me. I previously had only one dynamic node per entity, which allowed me to send vehicle vectors and velocities for just one spatial. Since now I have four, should I be sending all of them? This doesn't sound good to me, because wheels are always in the same position (or I can ignore it). I am thinking of sending only minimum information (i.e. hull), and rebuild the missing data on the client side. I know setting physic properties can be bad but I this was working just fine for one aisled node… will this approach work if entities are linked by joints?
Thank you for your input.