- Ability to apply rigid bodies to large arrays of objects. These are often similar in many regards, be it shape or colour, and usually need to have the same settings applied to all. E.g. bricks or blocks making up some structure.
- Ability to use rigid body constraints to define how things hold together.
- Stability and integration usability polish. This includes all kinds of book-keeping things such as ensuring that copying, deleting, and changing associations all work without any crashes or weird behaviour.
In addition to these core demands, we have a few other "nice to haves", but which we could probably do without in an initial release:
- Tighter integration with the scene evaluation loop, to allow other physics systems and tools to interact with rigidbodies somewhat. In particular, this is supposed to allow rigid bodies to be used to control other objects (e.g. ragdolls), but also to trigger drivers and other stuff. I'm not sure whether this perhaps even needs to go in the above category of "must have"'s, since this could also potentially end up being one of those things that will have to wait on the depsgraph project providing us with more powerful ways of setting up scene graphs to support this kind of stuff easier.
- Ragdoll support - potentially will be a subset of constraints + tighter evaluation loop integration.
- Pointcache support - for faster playback of complicated scenes.
- Fracturing frameworks integrated with this? Related to how we manage large numbers of related objects I guess...
Comments? Suggestions for other key things missed off here?