Hello, developer community!
I recently decided to do some app development, and I was wondering a few things about SceneKit's default physics engine.
I want to make a game that involves a little bit of physics puzzler to get a ball to a goal - something simple just to get me started. I have coding experience, just not with Swift, so this is a sort of "first project" for me.
Anyway, I wanted gain more control over the physics, so that instead of using trial and error with the defaul physics from SceneKit, I could design the levels around something that I can predict with pretty near precision. Not to mention I also wanted to incorperate a few obstacles that are kind of narrow, and I wanted to make sure the ball wouldn't fall off of them due to the default physics engine not behaving as intended.
So, would directly modifying the SCNPhysicsBody.Velocity be a viable way to get the effect that I'm looking for? I wanted to ask around just to see if anyone's had experience with this before I potentially spend hours doing something that people think would be inefficient or won't work exactly as I think it does.
I was also wondering about the properties of objects when using the default physics - I applied a texture to the ball while testing the waters a bit, and when I apply some force to make it roll around, it appears to glide across the solid surface I placed it on, rather than rolling across it for some reason... like sliding something across ice. I mean it does rotate a little, but not in the way you'd expect to see if you were to, say, roll a baseball down a hill or something.