CRYENGINE is well-known to have a very versatile physics implementation that spans the range of characters, objects, and interactive vehicles for dynamic gameplay. Keep in mind that much of the advanced functionality will be housed in the GameSDK sample that is provided, which allows you to see all of the sample gamecode that exposes functionality to designers through mostly XML files.
In this Quick Start we will be examining how we can interact with several physics entities that are provided and look at adjusting global settings that can permanently alter the speed and interaction within your game. To start out we will begin with creating a basic RigidBodyEx entity and then we will be looking at the basic parameters any users will need to know in order to quickly interact properly with the entity.
Some of the most important parameters are defined here:
It is important to look at the Mass and Density values of the RigidBodyEx as these will be of importance depending on how you wish to tackle the situation as both values will counteract each other. For the sake of simplicity we will be using a simpler method of only moving the mass on all sections except the section covering floating objects, which will manipulate the Water Density only. There are many topics within Physics and this Quick Start will be the entry point to understanding them deeper.