What I have are basically a few different collision and physics frames of reference that overlap each other here and there, and I need to know if Bepu has the features I need for such an endeavor in addition to some general advice on which direction to start exploring and implementing. I'm a long time programmer and game dev, but this is my first serious foray into integrating a physics engine into a 3d game.
Quick basics:
- The ships are an assemblage of 3d tiles that are basically defined in a 2d array. Everything is on a grid and everything is fairly low-fi in the visuals, e.g. lots of box shapes.
The player can walk around the ship, through corridors and rooms all made from these tiles.
The player can pilot the ship.
When a ship fires on another ship, that shot can register as damaging a specific tile
Ships can dock with one another.
There may or may not be gravity inside of a ship.
The player may be able to walk on the exterior of a ship, given the continuous nature of the sim I'm going for.
For a player inside a ship, I could do AABBs for the walls and other macro shapes, with the axis in question mapped to the orientation of the ship. The collision with these would only be relevant to things inside the ship, so alignment should save me some cycles there.
Eventually there will be more complicated things like destructible ships and planets, but I'm trying to tackle a smaller, more manageable chunk first before working up to something a little less sane.
Does this sound doable? Where would someone recommend that I start poking around?