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PhysX vs Native Engine Collision

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0 comments, last by yash verma 6 years, 3 months ago

Context : Unreal engine 4 and Big Space ships with box collision.

 

What are the advantages one can get by using PhysX over say UE4's inbuilt sweep and collision system?

Is PhysX implementation used in Ue4 accurate enough to have player controlled, Deterministic, gameplay physics rather than just decorative destruction or random behaviour?

Is primary purpose of PhysX in Ue4 asthetics only? e.g. ragdoll, apex destruction. or is it accurate enough to have a meaningful gameplay without glitching out.

 

I see there are a few quirks with physX like depenetration solver introducing quite huge depenetration velocity etc. but on the other hand using native sweeping collision feature of Ue4 leaves you to manually handle all the kinematics calculation which can be quite difficult when there are quite a few collisions at the same time on a single object.

 

So like said in the context , if I had to make a giant space ship (which is basically a box) which might be more preferrable PhysX or Collision sweeps and why?

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