I post my PM here since it doesn't work:Hello Julio,
Following the forum posts, today I've upgraded to 3.x, and experienced what JoeJ told me, since it sounded good at first.
But at the end, it looked plainly wrong :
- you have a parent node, scale it on the X axis, if you have a child node rotated by 90°/Y axis, it will scale on Z axis : I'm not an artist but that looks really creepy.
Imaging if a user try to scale a full room on X axis, not only for visuals, but for gameplay : skewing it's not a bug, it's what should happen, and physics should handle it. I've never seen this professionally as well, but one cause could be other physics engines -> game engines don't handle it. (...and cool gameplay, but that's another story)
- handling the "unsheared behavior" internally in the game engine requires to add a "unsheared" matrix to those nodes, with having each controllers (physics, gizmos, user components, ...) be aware of this, which add some big complexity. For physics, when querying the new matrices (translation/rotation), it requires to transform it into the sheared space (since it's now working in unsheared space), which sounds nearly as heavy as what you told NewtonCreateConvexHullModifier introduced.
I'm sure this complexity giving a doubtful user gain, isn't a win-win about killing the Convex hull modifiers, it adds complexity which even touch the final users, which is bad. The user haven't to think about if its sheared or not when he is querying and playing with matrices.
Thats why for now, I'll stick with the 2.36, I'll maybe upgrade later on, keeping skewing for nodes, but "normalizing with non-uniform scale" matrices for physics, it'll create some bugs but better than nothing...
I'm really not a "physics guy", I think if all other physics engines don't handle it there are good reasons to.
Thats why, anyway, I'm glad that you keep supporting the non-uniform scale, which is really a step forward compared to others physics engines (as I told, even Unity doesn't support it, based on PhysX)
