Floating Origin Physics

Amazing @georgie ! Thank you for make it easy for me. Any space game will really benefits from this. I documenting everything to post here my use of Babylon.js to this case. So I’ll update you if I find any bug.

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Here is an updated playground of floating origin physics with Physics V2 (Havok) and the new large world rendering feature:

My bad the PG above does not work, it was a special case because the motion was along the Y axis and the bodies had small position values along that axis.

In the following PG, setting the origin shift to be along the Y axis breaks the impulse applied on that axis, while it works if the origin shift is along the X or Z axis:

I will work on a better solution

I guess we still need some origin rebasing to avoid feeding large coordinates in Havok: