if i understood right as an indie you get full runtime access but the editor is closed and therefore editor changes have to be made via plugin. Thats fine by me so far.
What im wondering about is if i can then use parts of the bullet physics engine that are not implemented yet like cloth and use them in my game code even if its not part of the editor?
And i would really like to see a good car model in the engine that would be the one thing that physx was bad in and its still not fixed in unity or ue4 since they havent included the sweep test wheels which nvidia has made by now in the engines yet.
So i would like to know if that is something that may come to the engine sometime?
And how does bullet compare performance wise with physx when not used over an plugin.
I did some tests in unity and compared physx and the available bullet plugin. As test i used just stacks of cubes and let them fall in each other.
That gives around 500 in realtime for bullet on my machine and 2000 for physx. It would be interesting to know if bullet gets a little more competitive when used native.