irrSimplePhysics v0.002 - Simple Class for SceneNode Physics
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- Posts: 1691
- Joined: Sun May 18, 2008 9:42 pm
Affector?
Isn't this for nodes? I thought affectors were for particles. Why not an animator?
That would be illogical captain...
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
I just updated the first post with the latest version of irrSimplePhysics v0.002 (link: http://www.mediafire.com/?mxyyy3tthhi )
its NOT an Animator, just a cleaned up Class that I was half-way through before I decided to make an animator from it.
I'm thinking of keeping the Class and instead providing additional Animator functions too, best of both worlds
if anyone tries it then please do leave some feedback!
its NOT an Animator, just a cleaned up Class that I was half-way through before I decided to make an animator from it.
I'm thinking of keeping the Class and instead providing additional Animator functions too, best of both worlds
if anyone tries it then please do leave some feedback!
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- Posts: 1691
- Joined: Sun May 18, 2008 9:42 pm
time
Does this have time based movement?
That would be illogical captain...
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
its supposed to be fps-independant, but I think it might be messed up actually
I just figured out how to achieve TRUE fps-independance for physics (you'd think i would have know it already >_>) and why PhysX code has a different mechanism for invoking its update-function.
but anyway
give it a try and see how it works for you. I'll be updating this in a day or two anyway, so I'll add your requests and fixes etc, too.
What kind of physics do you need for your game?
Characters, vehicles, projectiles, terrains...?
maybe I could tailor it specifically for your game first, then branch it out later to make it more "generic"
btw
geckoman / trivtn / others : what about you guys? what kind of physics do you require for your games?
I just figured out how to achieve TRUE fps-independance for physics (you'd think i would have know it already >_>) and why PhysX code has a different mechanism for invoking its update-function.
but anyway
give it a try and see how it works for you. I'll be updating this in a day or two anyway, so I'll add your requests and fixes etc, too.
What kind of physics do you need for your game?
Characters, vehicles, projectiles, terrains...?
maybe I could tailor it specifically for your game first, then branch it out later to make it more "generic"
btw
geckoman / trivtn / others : what about you guys? what kind of physics do you require for your games?
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- Posts: 1691
- Joined: Sun May 18, 2008 9:42 pm
collision
I only really need time what you have here but true frame reate independent. And collision detection.
That would be illogical captain...
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
Re: collision
Use a physic engine. like newton/bullet/PhysX3DModelerMan wrote:I only really need time what you have here but true frame reate independent. And collision detection.
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
collision-detection might be a pain.
Sudi's right, don't give up trying real physics-engines until you find something which works
(ie, use this as a last resort, or PM me and i'll try find out why something isn't working for you)
have you tried Newton? IMO its by far the easiest and simplest Physics-engines to get going with Irrlicht.
Sudi's right, don't give up trying real physics-engines until you find something which works
(ie, use this as a last resort, or PM me and i'll try find out why something isn't working for you)
have you tried Newton? IMO its by far the easiest and simplest Physics-engines to get going with Irrlicht.