As cool as this stuff is, the simple things I want to do are still mind-boggling hard thanks to the weirdest physics engine ever! If you connect Body B to Body A via a constraint (spring, string etc.) behaviour of that constraint is influenced not just by Body B's mass but also Body A's! The only way I've managed to get springy arms to work is with a hack. Attaching two connectors between two bodies changes their behaviour and creates a realistic spring motion. But it really shouldn't be this much work.
It looks really responsive with immersive gunplay! better than many AAA games!
The physics works, but within its own rules that aren't immediately obvious. The most insane part is that behaviour in the editor while running is different to that in play! It is not WYSIWYG and I feel that's a serious shortcoming that takes a large step back from what was achieved with LBP.I tried to do something with physics in Dreams, but it was all whacky and wobbly. I saw some vehicles made with physics (e.g. https://indreams.me/XmuzziiX) but it's not good (I mean it's great achievement in Dreams, but doesn't work/look good, imo).
speaking of physics... on the Rock Crawler, a few post above yours, nothing is based on Dreams physics, everything is not collidable.
No, it's just nice fakery. The engine, as is, doesn't allow reflections. It's just the old trick of mirrored geometry and a translucent floor.Nice reflections tech :