Hey Roblox, NVIDIA recently released a paper on optimizing point collisions on Signed Distance Fields and I believe this could be implemented in Roblox. It might make cloth physics possible, I’ve been trying to implement it myself but I’ve been too busy with a game. Check it out, it’s worth a shot, you guys are good at math: https://mmacklin.com/sdfcontact.pdf
There’s also a 2 minutes paper video on it: https://www.youtube.com/watch?v=ooZ9rUYOFI4&t=269s
I’ll try to implement this myself anyway in a month or two
Okay yeah, that will be a single assembly, will probably help as well since Motor6Ds still keep it as a single assembly.
FYI: I won’t be enabling these today or tomorrow due to Thanksgiving. Next week is when I will start testing the first batch of places. I will list them in this thread and will post before I plan enabling to make sure everyone has plenty of time to be aware!
My group’s game “Survive a Plane Crash” would benefit Roblox with valauble feedback with this beta feature
The way the plane works is it is hundreds of welded parts + mesh parts to a main part acting as a single object, when it collides with the ground the weld is broken with each individual part through a series of onTouch functions with an invisible wall going through the plane front to back (the breaking part moves via body* objects). This update seems like it would benefit my system, and I would like to beta test to help out before the global release.
I think my game will be perfect for testing. It is a hack and slash game containing a mass amount of humanoids, welded parts that make up physic instances, uses Raycasts, FindPartsInRegion3, TouchEvents, and GetTouchingParts.
The place I use features a lot of destruction and construction. You can snap whole towers in half with explosions, all the building is held together by a weld system I cooked up really quick.