Thanks Ben, I've missed this thread completely.
For me it looks like you guys have spent hours and hours of observing real-world behavior, even have some formal approaches ready (e.g. spring physics), but don't have the courage to dive into VP's C++ code to test them out. And I don't blame you, VP's code base is large, files are huge, and you have to deal with stuff like memory management that are hard (even if you have a computer science background).
But maybe we can get you guys writing code for VPE (and get it back into VPX later, of course). C# is managed, so you don't have to deal with memory and it's much more beginner-friendly in general. Additionally, the VPE code is split into more (a lot smaller) files, has a data-oriented design (as opposed to VP's object-oriented design), so you should find relevant code more quickly.
I've written some prose a few months ago about how internally VP deals with physics. I think that's a good starting point. You can read it here. I'd like to extend this documentation to the point where it's clear where to look if you want to let's say change the rubber collision code to use spring physics. If you can help me do that (i.e. bombard me with questions, and I'll incorporate the answers into a documentation), that would be a first step into that direction. Those among you who prefer Discord and aren't already on our server, let me know.
Edited by freezy, 24 August 2020 - 08:32 AM.




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