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What algorithm does nvidia physx use to calculate collisions of arbitrary colliders?
What algorithm does he use in physx to calculate collisions between arbitrary colliders?
For in unity, where physx is used, there are both primitive colliders and mesh collider, which is an arbitrary mesh, and I'm trying to understand how it calculates collisions of such meshes, because these are not aabo and similar primitive algorithms. If the exact algorithm is unknown, then at least approximate) Is it gjk or something else?
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All documentation here: https://docs.nvidia.com/gameworks/content/gamework...
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