PhysX Source Code Editing

Is it really so difficult to correct the source code of a physics engine that you proposed such a slightly confusing method for solving the problem? It’s just that I’m a beginner in this (programming, physics). Perhaps, there is a lot I don’t understand, but is the second option proposed by you really easier and more efficient to implement than to go into the source code of the physics engine?

I just would like to simplify everything and not build big confusing structures and connections. In the project that I am doing, I will never need to calculate the angular momentum in collisions at all. Physics is tailored to look realistic, I understand, but I don’t need this particular part of “realism”. I just want to eliminate angular momentum calculation altogether. Directly. That this should not be in the game at all.

But, in any case, thanks for reading my post and responding. The same method with two meshes has already been suggested to me several times in Russian-speaking communities, but no one has suggested how to solve the problem directly without reinventing the wheel :smiley: