Additionally, I'd like to see "Enhanced Determinism" scene setting exposed, it's just optional flag you set and afaik then physx will internally preserve the order or rigidbodies for internal solver even if you remove or add rigidbodies to the same scene. This feature is super trivial to implement, it really just requires you to set the flag on scene creation and that's it. You'd also definitely want to keep it optional as it involves some CPU overhead so not everyone would want to enable it.





I understand that the initial release will be more close the old setup to keep things simpler and not having to chase bugs created by the new systems. But I'd love to see more physx feats exposed later on if possible. Contact Modifications are something I've implemented on UE4 myself and I think it's pretty fundamental thing to have access to for any serious physics driven game. Like the Enhanced Determinism, it's not something that requires you to change existing features at all, it's addition to them but in this case, the implementation will require a lot more work than just the scene flag.



Default PhysX API for Contact Modifications is kinda messy as they have separate functions for each operation and collision pair. This could be simplified to make it more user friendly and to act more like current collision events do so it wouldn't feel so alien to users. I'll draft something up and send a message.

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