As a Roblox developer, it is currently too hard to compute the angular mass for a given Roblox part, especially mesh parts.
There are several reasons why this is hard
- Roblox does weird things when computing the angular mass, pushing the mass out to the edges
- Can’t read mesh geometry
- It’s slow to compute this
- Roblox as an engine already knows this information
Why this is useful
- Useful for fine-tuning constraints to use minimal energy needed
- Useful for inducing force on parts
If Roblox is able to address this issue, it would improve my development experience because I’d be able to compute the angular mass of a part faster/easier. Right now I have to talk to @AxisAngle and have them help me derive it.