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I am a bit new to this (Extended) Position Based Dynamics. But have a bit of experience (a long time ago) with the Bullet physics engine.
At that time, physics for game was mainly for rigid bodies and although modeling a multi-body with different bodies and constraints between them was possible, the simulation results for those was unstable and not realistic. To do accurate multi-body physics simulation, another engine was needed. Is this the case with XPBD, or can accurate multi-body physics be done with XPDB?
For example lets say someone wants to accurately simulate a car (simulation, not arcade game). Can this be done all in bevy-xpbd or does another physics engine (like chrono engine) needs to be used conjointly? I am not talking about the tire model, just the chassis, suspension, wheel hub, collision detection, ...
For such a use case, determinism is also important but I already saw the question and answer on this subject.
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I am a bit new to this (Extended) Position Based Dynamics. But have a bit of experience (a long time ago) with the Bullet physics engine.
At that time, physics for game was mainly for rigid bodies and although modeling a multi-body with different bodies and constraints between them was possible, the simulation results for those was unstable and not realistic. To do accurate multi-body physics simulation, another engine was needed. Is this the case with XPBD, or can accurate multi-body physics be done with XPDB?
For example lets say someone wants to accurately simulate a car (simulation, not arcade game). Can this be done all in bevy-xpbd or does another physics engine (like chrono engine) needs to be used conjointly? I am not talking about the tire model, just the chassis, suspension, wheel hub, collision detection, ...
For such a use case, determinism is also important but I already saw the question and answer on this subject.
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