not sure how often this gets brought up, but: with JBeam running at 2000hz, it allows for a pretty amazing physics simulation, however... This is not really suitable for very large scale traffic, or collideable level objects (signs, fences, etc) with current hardware So I'd be nice to have some kind of simplified physics model (maybe similar to ridigbody) thats run at 24-60hz~ It wouldnt be an accurate physics simulation like Jbeam... But it would allow having breakable signs, fences, etc. All over a map... and a high numbers of traffic cars if quality collision physics werent needed I'm not sure how hard this would be to implement, it'd have to account for the difference in simulation speed, maybe some kind of sphere of influence? otherwise youll just clip into objects with any kind of speed... Id be curious if any devs are in here if this has ever been experimented with maybe? and future ideas for something like this?
im not intelligent enough nor do i fully understand the game engine enough to go in depth with this. but from the small bits of understanding that i have with that 2000hz. it serves a critical purpose with the stability of the physics as well. just lowering this might actually cause major physics instabilities and might not actually be a viable solution. but, take what im saying with a grain of salt, bc ive got zero freakin idea if what i said is actually accurate.
im not talking about lowering overall physics steps, that would just break what makes this game great im talking about a 2nd system thats much simpler, that can run alongside Jbeam theres early rigidbody systems that ran at 24hz or 30hz... it obviously would be nothing to the level of Jbeam, but you dont really need that high level of physics quality for simple little objects... me personally id like to add something like destructible roadsigns and guardrails, even if they are really simplified... than having them static as they currently are