Unity3D - Physics Test 03 (Indirect Explosion)

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Uploaded by on Feb 28, 2010

Best practice for the physics engine ?
http://forum.unity3d.com/viewtopic.php?t=45129

I have a question about the best practice for the physics engine. For example, I like to build a structure that make with many small rigibodies. How can I make it more efficient for better frame rate ? Will it help, when combine the mesh for less draw call ?? Any suggestion or idea are welcome :)

The test is running on a NVIDA GeForce 7300GT of a Qual-Core Xeon Mac.
(600 rigibodies with box collider attached, plus 16 "reactor" with sphere collider)

Many Thanks !
Antonio Hui

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Science & Technology

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All Comments (12)

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  • @hutersum it was made in unity

  • It looks awesome .... but whats programm is this ??? Unity 3d is a game builder ......can i get your game it is soo awesome :)

  • Ok so in rl buildings explode upwards... THIS MAKES PERFECT SENSE

  • I think it's the physic material's bounce factor. An object's default bounce factor can be pretty high, and that might cause a lot of force to be transferred all at once.

    Another factor could be the placement; if two objects' colliders overlap, they will force each other apart, even if only slightly. Multiply that by the sheer number of objects, and it gets pretty big.

  • Duh, it uses Physx, which is horrible engine i think. + on cpu its horrible unoptimized.

  • unity is free... what do you expect? also, one question, did you actually build that or did you script it to build the tower?

  • real time engines are sadly focused on speed, therefore when there are maaaany objects it cant keep up with the constrain and everything solid just become elastic, so the behaviour becomes like water. If u drop a glass of water they will shoot up to the air like here, cus they contract and then shoots out

  • is there a value for inertia? cos looks like these slabs were waiting to fly. Inertia wouldnt let a ball affect a tower in this manner

  • Never seen physics like that in the real world.

  • Confused .... the ball hit the left wall but the parts from the right wall started flying out first. Was this the way Unity was handling the Physics or was it how u programmed the wall to behave ? I assume the explosion should begin from point of impact...Not sure though.

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