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PhysX or Bullet ?


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But 4.0 or later will have bullet physics builtin to stock client?


You have to chose physics module before compiling, default is stock Torque3D physics, you can change that to bullet physics then you can use it right now, the only downside is, there may be a few bugs with bullets, the last time I checked it had problems with vehicle collision for example, but this was years ago, no idea what the current state is.

The more people use it, the better we can fix the issues with it, the better it will work.

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Can i assume there will be prebuilt binaries with different physics engines?

Also what differences can i expect and will the stock physics be the same as the one in the current stock t3d version?

I assume that includes physics for vehicles and the moveable props right?

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