Hello! I am Aurelio and I have been an engine programmer in this project.
Initially I integrated BulletPhysicsLib but in the middle of development we switched to PhysX Nvidia SDK which has better performance and features. I have programmed the entire physics module and most of the physics elements so that my fellow designers have it easy when entering the physics world :)
In the physics panel you can find all the modifiable options of the physics module. There are debug editor options to draw the colliders and count how many physical elements we have in the level. As well as modifying the general gravity and various options for scene queries
On the other hand, we have collision layers filters. In this we can add and remove the layers that we want and ignore the layers that we do not want to collide with each other. This is done with shaders that are sent to the simulation.
Used to apply bouncing and friction you to collider. Initially planted as a Resource like Unity Engine.
Far far away, behind the word mountains, far from the countries Vokalia and Consonantia, there live the blind texts.
Far far away, behind the word mountains, far from the countries Vokalia and Consonantia, there live the blind texts.
Far far away, behind the word mountains, far from the countries Vokalia and Consonantia, there live the blind texts.
Far far away, behind the word mountains, far from the countries Vokalia and Consonantia, there live the blind texts.
Far far away, behind the word mountains, far from the countries Vokalia and Consonantia, there live the blind texts.
Far far away, behind the word mountains, far from the countries Vokalia and Consonantia, there live the blind texts.