Does the PhysX engine support multiple physics engines at the same time?
For example, several PhysX instances with different coordinate systems.
Also, we have an ‘infinite world’ which is made of 1 km blocks.
Each block is a separate physics engine.
For a given client the graphics have an origin from where the client entered the world.
Then on the server side the 7x7 km area around each player is kept and simulated.
The players may be close together and share 1 km blocks, or far apart.
We create and destroy 1km blocks of the world as the player moves around.
And write them to disk.
Can the Unity engine be run headless on a server?
Can one have multiple independent PhysX engines running?
(Created and destroyed independently too)
Can one have multiple non-touching scenes loaded at the same time?
(In our case we would create an empty scene and populate it programmatically with terrain and game objects.)
On a headless server (no graphics windows) can Unity models be loaded for physics, and thus have physics engines running on a server?
Is Unity locked into running on a client with graphics?