How does applying a spherical gravity force change how the physics engine works. Physics engines handle collisions between objects. It doesnt matter where those objects are or what is "up". Why does a spherical world mean you want spherical raycasts? Thats not realistic and its just weird. If you want everything to…
Firstly, that's really not trivial - and the more complex your physics simulation, the worse it's going to be. Doing it in a very simple sense is far from impossible, but there's a huge amount of work behind most games engines that simply assumes that gravity is a value in the Z-axis. If you're picking up an existing piece…
There's more to game physics than 'gravity'. One example is collision detection between two objects and that as an example will rely on traces; and whilst you can get away with standard collision detection between objects that do not move a significant distance between frames as inaccuracy is probably within tolerable…