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After wrangling with PhysX for almost a month to get a usable dynamic character controller I've jumped ship to Jolt. The Jolt VCCT is almost perfect, but has a few things I'd like to change via subclassing, because while the built in VCCT is much better than my PhysX controller (and a billion times better than the slop they supply as a built in CCT) in terms of stability and stepping, some of the contact-based interactions feel unrealistic, such as thrown objects pushing the player around as if the player was weightless. Additionally, downstepping is sometimes unrealistic for large gaps, feeling like a straight-up teleport downwards rather than an actual "down step"; I think this is the only thing which works better in my PhysX CCT compared to the Jolt VCCT, so I'm confident I could adjust the functionality, assuming it is something which is safe to modify. Are such modifications recommended via subclassing, or would I have to rebuild the VCCT from scratch for API safety? |
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Replies: 2 comments 6 replies
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Oh god it's all private. I'll have to reimplement everything manually. |
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Subclassing was indeed not intended. The intention was that this would go through the listener class
This would be handled by
If you don't use Anyway, if there are specific hooks that you need then maybe I can help out. |
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I originally didn't want to consider such an option because I wanted to have a single source of truth for positions in the physics system and avoid interpolations done outside the physics engine for things which should be server authoritative.
However I forgot that we can in fact use the physics system for interpolations using constraints or drives to pull a real rigid body towards the Virtual Character's position. This keeps the single source of truth because the Virtual Character represents the desired location, while the Rigid Body driven to that location represents the player's actual location.
Thank you for this constructive discussion and your work in general on Jolt!