Rigid Bodies

 

In S2 ENGINE HD any inanimate object can be a rigid body and follow physics laws. The rigid bodies can be applied both to dynamic objects and static ones, in the last case they will simply for the collision with the dynamic body.

 

Each rigid body, including vehicles, can have a basic collision primitive (also shape), to which other primitives can be added in order to obtain more articulate shapes.

The available collision primitives are sphere, cylinders, capsules, boxes and even meshes.

 

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Characters

 

Typically, especially in action games, the feedback a player character has to give to a user command must be immediate. For example if I press the button to move the player to the right, it must do so immediately.

If you simulate the player character movements as a rigid body, it would follow the laws of physics, having inertia, and therefore it would not be fast in responding to user commands, causing much frustration.

 

Therefore, In general, it is not advisable treating a NPC character or a player character just like a rigid body.

this is why, in S2 ENGINE HD, all the characters are simulated in a different way than the rigid bodies.

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Ragdolls

 

In a modern physics engine can not miss the ragdolls. A ragdoll is a set of rigid bodies connected by joints so that they follow the shape of the character to which they are applied. Ragdolls are useful especially in death sequences, when a character is knocked into the air by an explosion, or when, hitted, it fall down from a building, and generally all times characters drop down dead weight.

 

In S2 ENGINE HD you can build the ragdoll directly on the model with a very simple tool included in the editor.

 

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Vehicles

 

For the first time it is also supported vehicles physics.

Vehicles, unlike other rigid bodies, have a primitive collision created specifically to simulate the body and the wheels as they were a single object.

This system makes it easy to create vehicles and simulate them faster.

With a few commands in the script you can then control the throttle, brakes and vehicle stability.

 

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Buoyancy

 

Although it is not supported natively by NVIDIA Physx, we included in the physics engine also the possibility to simulate the buoyancy of objects that come into contact with water.

 

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Joints

 

You can connect two or more rigid bodies through joints.

S2ENGINE HD supports, for now, only one type of joint, the universal one, that can be transformed into any other.

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Sweep Test

 

Very often in a simulation or videogame it is important that the player or an NPC has a certain degree of interaction with the surrounding environment. For example it is possible that a character needs to know if there's a wall in front of him or, if pulling a punch, hits something.

 

This kind of test is performed by moving a box, a sphere or a capsule from one location to another and checking if, when moving, it hit something, i.e. if there are objects inside the volume that its movement has generated.

 

In S2ENGINE HD you can run sweep test using a set of functions included in the script language.

 

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