I am a computer science student who is using Godot for learning over the summer. For my next lesson, I want to implement some of my own physics integration and collision resolution. (I would ideally like to use Godot’s built-in collision detection.)
Will overriding _integrate_forces for a RigidBody3D be enough or is there anything else that I should be aware of as I get started on this task? (Specifically, I am not sure if I will need to create a PhysicsServer3DExtension to accomplish this.)
Thank you for your response! So far I have found that if you override _integrate_forces, it still manages all of the collision resolution for you, but this is a great start for the physics integration.
I also wanted to add onto the original post that if anyone simply knows the file or function where the collision resolution is done for RigidBody3D’s that it would be quite helpful. I have had a look at some of the source code files and am still lost as to where exactly it is done.
I am going to keep digging on my own, but just wanted to put that out there in the meantime!