[quote]What are the advantages of using a Physics Engine in a space game?
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If you think of a fighter like an x wing, then unless you support non-convex polygon intersections, the open space between the wings becomes occupied, and all lasers etc. hit it. As a player you would notice your lasers hitting open space when near missing shots against combat opponents.
[quote]Is there anything the Physics Engine allows you to do that could become the ‘unique selling point’ of this game?
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There would be no unique selling point about supporting non-convex polygons, because every space sim supports them (actually I think the original elite ships were all convex including the space stations. Even so, elite did support convex polygon checks, nothing as crude as bounding boxes).
Still, physics engines are not really about collision checks, thats an annoying feature you need to get them to work. Its more about forces and stuff, but thats bits very straight forward for space sims (i.e. the complicated situations of calculating non-penetration and friction forces when 10 bodies are all touching
doesn’t really occur).
We could add joints to our ships. But thats an unnecessary complication. We will have have to have turrets, but I think thats gonna be the only actuated component of a ship, and that does not need to be controlled at the dynamics level.
[quote]Naively I’d assume that in a space game everything is so far apart and so fast moving that you could just use bounding spheres for collisions.
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In implementation you do do that. You first wrap up all your polygons in loose fitting spheres. So that you can quickly find out if two ships are defiantly not touching. (if they might be touching, go do the expensive poly-poly collision check)