The second one was trickier. Our experiments with the prebuilt Unity
physics engine using Nvidia Physx System Software revealed that the
outcome it gives is rather arcade than realistic. After in-depth
study of other physics engines we still were unhappy with the result
and decided to create a custom one that fits our purposes.
That means that we have to calculate many parameters just with the
help of mathematical formulas and understanding of physics. To
strengthen our team we invited a university physics lecturer for
this project who helped us to correctly reflect in our engine all
parameters and variables including side wind, racket strings
tension, rolling of the ball after the collision and many others.