Moving Frame of Reference

jimmyt1988, that would certainly work for a simple level, but where I think that would get very messy and inefficient is if you have a lot of physics-simulated actors. In that case, you want to give those actors every opportunity to fall asleep to keep performance acceptable. If all of those actors were constantly being moved and rotated around in the physics scene, they would almost certainly never fall asleep. I also think you want to avoid frequently applying discrete location and velocity changes directly to a physics-simulated actor, otherwise you can expect odd behavior. By simulating the physics of those actors within their local frame of reference I would expect good simulation results and performance.