Terrain And Fluid Surfaces
 
 
Terrain and fluid surfaces

Terrain and fluid surfaces









    The engine allows you:

  • Handle symmetrical and asymmetrical large-scale heightmap both static and non-static
    • Each heightmap can be modified in real-time through the heightmap controller. The heightmap controller also allows you to copy data blocks to the heightmap
    • Value of friction and coefficient of restitution for every heightmap point can be changed in real-time
    • Each static heightmap shape can be subject to transformations such as rotation, translation and scaling
    • Values of height, friction and coefficient of restitution for heightmap are fully interpolated
    • Heightmap normalization can be enabled or disabled
    • Single physics scene can contain multiple heightmaps (static and/or non-static)
  • Handle large-scale fluid surface. Fluid surface can be static or non-static
    • Each fluid surface can be modified in real-time through the fluid surface controller
    • Each static fluid shape can be subject to transformations such as rotation, translation and scaling
    • Single physics scene can contain multiple fluid shapes (static and/or non-static) with different fluid surface controllers
  • Scale buoyancy for each physics object