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We added so much on top that it’s basically our own engine at this point.
I don't suppose looking into what Ogre is would really give away much in the line of 'secrets' on how the game works, huh? lol
There is no way in hell a regular (or even premium) FPS physics engine would be fit for a physics simulation game. So many corners are cut, and objects set into templates that it just wouldn't fit well for Scrap Mechanic at all.
I doubted this was made in Unity, since Besieged is in Unity and just didn't have the same... idk, 'feel' to it. Also I saw someone else talk about Ogre, so yeah...
I guess someone failed their will save vs 'making nagging comment' lol
I was tempted to add a few things as well, but (barely) managed to stop myself.
I'm assuming it calculates out some of the important details between normal frames of physics, so it better preserves 'reality'. Without it, things going fast enough could seemingly zoom through eachother, because the system 'blinked' at the event the collision should have happened, and in-turn didn't calculate it out.
You can't just jack up the refresh rates without causing problems elsewhere, so they can't change the calculation rates too much unless some else gets modified.
At least basic impact calculations are solid. Had a glitched out pipe fling straight up on me when I detached it, and after giving up on looking for it I heard it thud onto the ground near by. Wish I knew were it was in mid air. That had to have been the fastest object I've almost ran into, yet.