About PhysX and Plugins Need Help

Hey guys, I am very beginner to game developing. Here is some questions i liked to ask;

  • Can i use Jolt Physics as plugin ? If yes how ? Maybe from source code ?
    -There is no soft body physics in engine and supporting 5.1 but nvidia has 5.5 sdk how can i implement 5.5 or jolt or 5.1 Soft body ?
    -I need to use it for Realistic Wheel Tire.

a few of engine have native softbody feature, you can try to use Godot ,or use Particle to simulate whatever you need.

Flax has very good Physics built in. Download the Flax Samples. They are in 1.9 already to see what is in there. There is a Physics sample that has everything needed except the soft body (like tires).

For Tires. There is a MUCH more reliable method to do tires than taxing the Physics loop. Also far easier to work with at run time. Does not break.

  • Blender (or 3D software of choice) make a Full Tire then a Flat Tire version. Make sure they are centered 0,0,0
  • Use the Flat Tire version as a Shapekey/Morph/Blendshape in the Full Tire.
  • Once done export and import into Flax (FBX is best currently)
  • Now simply control the Blendshape with C#. You have full access to these from code.
  • For the texture. Make a rotating texture. There are tutorials around and Flax is almost identical to UE4 in making the rotating texture. You can also control the rotation speed with C#. Super easy to do.
  • If you need the tires to fly off during an explosion or something make a copy of the Full Tire with Rigid Body and spawn that in at explosion time. It does all the cool random stuff Physics can do then when done, clean it all up. The other tires keep operating fine.
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