Hello guys! Finally, 1.0 it's out! Binary + source + tutorials for you!
From readme.txt:
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- FunCollision is a collision detection and response system for sphere and
axis-aligned ellipsoid characters VS each other and static environment.
It was created for Irrlicht, for C++. Designed to be really easy to use.
- It offers continuous collision detection.
No matter how fast your entities are, they won't pass any objects or
entities; also they won't sink into the geomery or stick into it. It
also means that it's a bit slower than dicrete collision detection, but
the overall look-and-feel is much better. It's 99% jittering-free, the
remaining 1% is caused by the maintanence vector.
- Collision response.
Characters gets pulled out of each other or from the static geometry.
Characters can push each other, what is affected by their mass and speed;
they also can bounce. Gravity affects the entities as a constant force.
There's a base friction currently only on the whole system level.
- Gives you framerate independent smooth motion.
Due to syncronization, your characters will act the same way on every
computer. And due to friction, they'll have a smooth movement, like what
the commercial games has. Entities are moved by forces and impulses.
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Version 1.0 (09-12-SOON)
* Finished new map
* Contact generation done
+ Object exception to ray casting
+ Bounding box selector
+ Terrain selector
+ Triangle IDs stored in the contacts
- Discrete collision detection
+ Rewritten almost from scretch
+ Continuous collision detection
* Got rid of jittering for good
+ No high-speed passing through objects/entities
* Broad-phase is better (but it could be faster)
+ Forces and impulses, gravity
+ Jumping, jumppads
* Pushing characters restored
+ System-level friction
+ Spawning, teleporting
+ Mass and bouncing
+ Timeing syncronisation
+ Automatic sleeping for the entities to gain more FPS
+ Remove_ functions
+ RestartTimer() and checkTimer()
+ Readme.txt and changes.txt
Known Issues:
- If the framerate drops really low (<= 10), jumping and gravity related
movement is slower. On slower computers this can be an issue. (But
playing a game which runs with 10 FPS isn't really a good idea anyway.)
- If the framerate is very high, (and there's gravity) entities doesn't
want to sleep.
- It's general speed is approx. 3X slower than it used to be, which is
really uncool. It's related to selection. But I have a solution for this.
- Also, due to this selection problem, theoretically it might be possible
at high speeds to pass an object without colliding into it. However, I
haven't noticed anything like this.
Cheers,
PI