What I have are basically a few different collision and physics frames of reference that overlap each other here and there, and I need to know if Bullet has the features I need for such an endeavor in addition to some general advice on which direction to start exploring and implementing. I'm a long time programmer and game dev, but this is my first serious foray into integrating a physics engine into a 3d game.
Quick basics:
- The ships are an assemblage of 3d tiles that are basically defined in a 2d array. Everything is on a grid and everything is fairly low-fi in the visuals, e.g. lots of box shapes.
The player can walk around the ship, through corridors and rooms all made from these tiles.
The player can pilot the ship.
Ships can dock with one another.
There may or may not be gravity inside of a ship.
The player may be able to walk on the exterior of a ship, given the continuous nature of the sim I'm going for.