After exploring my previous prototypes, I noticed something exciting. PhysX in Unity is extremely powerful when you optimize performance and use it correctly. That includes changing substeps, setting sleep values, depenetration management, and more.
Take a look at this vehicle damage and destruction stress test. Before fully implementing the Vehicle Physics, I created this prototype with an older Tatsu Toybox version. Many optimizations to Soft-Mesh and Dynamic Colliders have been updated since this prototype.
As I continue to experiment and evaluate Unreal Engine over the next few months, I plan to compare Unreal Engine’s PhysX performance to Unity’s PhysX performance. Unreal Engine has also started developing its physics library, which will be explored.
Softbody physics versus Soft-Mesh and Dynamic Colliders, the battle continues.
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Looking forward to hearing more about your comparisons between the two engine and how you found the transition to be.