UNIGINE's real-time physics supports double precision coordinates for credible simulation of really huge worlds with complex interactions between objects.
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This tutorial covers the basics of creating dynamic physical objects and empowering virtual worlds with life-like physical effects.
In this tutorial:
00:00 - Built-in physics module capabilities
00:45 — Basics and quick start
01:50 — Enabling collisions, collision types
03:08 — Physics settings and limitations
03:29 — Physical bodies
04:12 — Rigid body parameters
05:51 — Approximating geometry with physical shapes
07:15 — Shape parameters
07:50 — Filtering collisions using Collision and Exclusion bit masks
08:18 — Fixed physics FPS; Discrete and Continuous collision detection
09:22 — Filtering intersections with physical shapes using the Intersection bit mask
09:43 — Using Shape-Surface collisions to enable static, kinematic and deformable colliders
10:56 — Collisions with Global Terrain object
11:08 — Enabling collisions to restrict camera movement
11:18 — Dummy body
11:45 — Enabling inverse kinematics to bring characters to life (or death) via Ragdoll body
13:34 — Procedural destruction of Fracture bodies
14:08 — Simulating wires and ropes using Rope body
14:50 — Cloth simulation via Cloth body
15:56 — Using Water body for physical simulation of liquids with different density and viscous behavior
18:44 — Path body representing a trajectory for physical bodies
19:05 — Using joints to create complex objects consisting of several interconnected parts
19:22 — Attaching two bodies to each other using a Fixed joint
20:27 — Restricting rotation of bodies along one axis with respect to each other using a Hinge joint
20:54 — Rotating bodies around a point using a Ball joint
21:03 — Restricting movement of bodies along an axis using Cylindrical and Prismatic joints to imitate a piston-like behavior
21:22 — Simulating vehicles and interaction of a wheel with the ground using Wheel and Suspension joints
21:56 — Attaching a Rope or a Cloth to other bodies using a Particles joint
22:36 — Attaching a Rigid body to a Path body using a Path joint
23:04 — Enabling auxiliary force fields via Physical effects
23:08 — Physical wind
23:33 — Physical force
23:53 — Physical noise
24:20 — Physical water
24:42 — Physical trigger
24:56 — Configuring global physics settings
26:08 — Estimating performance consumption via the Physics Profiler