I’m making a monster truck game, so I have large exposed wheels, and I need the outer, upper and lateral surfaces to have traction as well as the lower surface, and also wheel width is significant.
The PhysX 3.4 WheelCollider is not a good match for this.
3.4 has a 2D “disc” with a single point of traction that is always (unless you get hacky) pointing down with respect to the vehicle frame.
It also doesn’t do well with wheel-wheel collisions (it ignores them until the traction-point raycasts overlap, at which point it launches the vehicles into space:)
So, it works reasonably for thin wheels that are effectively enclosed by the vehicle body, but not for my monster trucks.
Will PhysX 4.0 provide anything that will “just work”?
I’m embarking upon implementing my own suspension and collider system, but if the problem is already solved, I’d love to hear that:)
I’m using Unity, so I don’t have 4.0 yet to play with yet (as far as I can tell).
(Ah, this is on Windows 10 initially, but I don’t think that matters).