rigid bodies i think (just solving intersections rn no time of impact yet but it've already done that)
some free time for today so i continued with my TOI solver idea for angular velocity (roughly solves it, needs some numerical fixes + native code), i'm moving on to my own physics engine because roblox engine doesn't meet my needs xd
devforum post with some ideas btw devforum.roblox.com/t/fast-m…
silly bouncy spheres (yeah everything is anchored there, i'm just updating their transform + minkowski shapecast)
i'll be open sourcing my old shapecaster this weekend (still better than roblox current shapecast) as i don't find it useful anymore compared to my latest method
this fun but accurate approach is quite fast <10μs per call, some tricky vector math and native code is behind to make it fast
diseñé un control automático del embrague para gente silly como yo, pero funciona, previene que se apague el motor y otros factores, lo siguiente es la transmisión
la noche de ayer estuve pensando de nuevo en la transmisión de autos, entonces llegue a la conclusión de como diseñar una simulación más realista del embrague y tranmisión, en cuanto a la transmisión, lo más relevante fue que mejore el comportamiento de los synchros
I made this cool chassis (wip) for an upcoming game. Each part of the chassis is simulated independently, just like a roblox constraint behavior, this was done with a lot of computational mechanics.
#RobloxDev
gracias a @leche1702 por el modelo y guía para los sonidos de este autinho


