AFAIK, many physics engines like Physx and Havok don't incorporate cylinder as basic shape because it is expensive than sphere, box and capsule. But bullet engine does incorporate cylinder as a basic shape. Do they found any fast algorithm to simulate the cylinder and what is that?
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I don´t know about the speed or exact nature of the cylinder shaped collider in bullet, but this paper gives a nice overview about cylinder collision.
If you are only after the implementation of their collision you may want to start here and try to recreate what they are doing with it.
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1\$\begingroup\$ Link's dead. Can you update them? \$\endgroup\$– KrythicCommented Nov 3, 2016 at 19:04
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\$\begingroup\$ @Krythic sure thing! Replaced link with an archive.org pointer. \$\endgroup\$– floArCommented Nov 7, 2016 at 8:25
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\$\begingroup\$ For this reason, answers that rely fully on links for all relevant information are discouraged on StackExchange. It's generally best to include in the text of the answer at least a high-level summary of the information found at the link, so it doesn't become useless if the link rots or is not archived. \$\endgroup\$– DMGregory ♦Commented Nov 7, 2016 at 14:06
hkpCylinderShapeClass
. Why do you suspect a cylinder is more expensive than a capsule? I don't know about Physx, but Havok most certainly supports cylinders, capsules and very complex geometries. But the cylinder is not considered expensive. Of course, the sphere is the "most" trivial, with the box following. The cylinder/capsule should follow (it's actually based on segment vs something collision queries, and these are actually pretty cheap to compute). \$\endgroup\$