Can someone write/video tutorial a “How to add a new physics library” or adding new algorithms. For instance I would like to add the Newton physics engine to see how it performs Newton Dynamics • About Newton or parts of the SOFA framework http://www.sofa-framework.org/. There are many really cool libraries/packages and it would be nice to know how to incorporate them. Of course each is different and may require a different approach but a general path could be explained beyond “create a plugin and link the library in, create an actor object and reference the new library” or whatever.
For having multiple physics libraries in play a physics abstraction layer would be good (PAL) such as these:
It would be nice to have just the PhysX engine do everything of course but that is not the reality so we need to be able to have an easy way to add physics libraries and switch between them for testing because some are just much better for certain things you want to do or that happen in game, or just do amazing cool unique things like fracture and destruction, driving simulation, fluids, etc.
I imagine it would start as a plugin and so we would follow the creating a plugin tutorial (or use that new cool plugin creator made -thanks dude!) but then what. There are great libraries for things like soft bodies and deformation that would be awesome to use so any help on how to go about it would be beneficial to the community to improve what can be produced with UE4. Videos of “this is how I incorporated this physics library/software package/framework/etc that does this cool thing…” would be invaluable because it shows a real life process with all the little things that go wrong and the process and software used to do it plus explanation of why etc. instead of reading a million lines of confusing text, well it sure is ideal to have both of course for many reasons. Cheers