Hello everyone,
I've been working on a small Voxel world game for some time, a very Minecraft like world with 1 meter cubes, not small voxel systems. I've started with no need for physics but now I am actually looking into adding some vehicles and more dynamic objects in the scene. While most of the objects I can simulate by just querying the voxel world and deciding whether I hit something or I am falling it starts getting complicated with bigger structures, like a free floating voxel structure that spans across multiple chunks. I've never written a physics engine so I might end up doing cube-to-cube tests all around for what I need but I get the gut sense it's rather barbaric.
Because of this at this point I would rather offload this workload to a physics library. I've worked with both Bullet and PhysX in the past and I am more inclined to go the PhysX way. Does anyone have any advice on this issue? Is it overkill to get a full physics system for a Cube-only world? Is there a better voxel-oriented physics library out there?
Just to clear it even more up, right now I am only looking into collision detection, no actual dynamics simulation though I can imagine some use for some floating voxel island collisions in the future.
Any ideas/suggestions/arguments would be greatly appreciated
Thanks