irrSimplePhysics v0.002 - Simple Class for SceneNode Physics
I did not compare the performance but the ease of use here stunned me
Physics is just an optical blingbling in my game as it's a sort of 4x game like Master of Orion.
I just wanted to blow up Spaceships or other things with a nice explosion that throws around parts of the actual object, not just particle or standard explosions.
And installing another package for physx is also not very comfortable.
On the other side I liked the optional Hardware-Acc. thats available with it.
Whats your suggestion for me?
Physics is just an optical blingbling in my game as it's a sort of 4x game like Master of Orion.
I just wanted to blow up Spaceships or other things with a nice explosion that throws around parts of the actual object, not just particle or standard explosions.
And installing another package for physx is also not very comfortable.
On the other side I liked the optional Hardware-Acc. thats available with it.
Whats your suggestion for me?
Ok then let's see if there is a project like this one ready when I want to integrate Physics into my Project.JP wrote:Yeah i would agree that IrrPhysx might be a bit heavy for what you want... Well.. I dunno, it should do the trick I think but if you could use something even simpler like this then that would be easier for you probably!
so i'm guessing you guys like this the way it is?
I haven't had much time to do anything on the affector though, but its next on my list. Collisions too. Maybe a better framework for true FPS-independance with (unoptimised and ugly) collision-detection.
Should be enough to keep people happy with small projects and demos etc.
For an affector, would it make sense if it only "affected" the scenenode until it became static (no velocity or movement) then destroyed itself? Or would that cause problems if another affector was applied to it afterwards?
"Exploding" scene-nodes really should use the affector system because they will only be "exploding" for a short time before they get hidden or removed, so no point keeping them in physics-memory as objects.
Do you want "collisions" with that?
I haven't had much time to do anything on the affector though, but its next on my list. Collisions too. Maybe a better framework for true FPS-independance with (unoptimised and ugly) collision-detection.
Should be enough to keep people happy with small projects and demos etc.
For an affector, would it make sense if it only "affected" the scenenode until it became static (no velocity or movement) then destroyed itself? Or would that cause problems if another affector was applied to it afterwards?
"Exploding" scene-nodes really should use the affector system because they will only be "exploding" for a short time before they get hidden or removed, so no point keeping them in physics-memory as objects.
Do you want "collisions" with that?
Yay collision!fmx wrote:I haven't had much time to do anything on the affector though, but its next on my list. Collisions too. Maybe a better framework for true FPS-independance with (unoptimised and ugly) collision-detection.
Should be enough to keep people happy with small projects and demos etc.
But what if the scenenode started moving again? Having to re-add the affector all the time would be annoying.For an affector, would it make sense if it only "affected" the scenenode until it became static (no velocity or movement) then destroyed itself? Or would that cause problems if another affector was applied to it afterwards?
Or you could add another boolean for whether the affector should be removed when the node stops moving or not. :3
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reset?
What does the reset function do? And why do you have to call updateAbsolutePosition on it?
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
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- Posts: 1691
- Joined: Sun May 18, 2008 9:42 pm
next version?
When is the next version coming out?
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
um, have you been waiting for the next version?
Like JP has said, I thought this may have been good enough so i wasn't particularly going to continue working on it...
If you can make me a nice long list of things you would like in the next release, then i could work through it whenever I get time.
Or you could try using Newton
Like JP has said, I thought this may have been good enough so i wasn't particularly going to continue working on it...
If you can make me a nice long list of things you would like in the next release, then i could work through it whenever I get time.
Or you could try using Newton
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