This is good for developers that just need the "basic" physics in Irrlicht for there games. The code is so easy to integrate when compared with big bulky physics engines and coding with ISceneNodeCollisionResponseAnimators.
Engine in Action
No Gravity Collisions Test With OBB Volumes
http://www.youtube.com/watch?v=3WUkEF3mtLw
Physics Stress Test 1 NEW!!!!
http://www.youtube.com/watch?v=IdUymohMIS0
Tornado/Gravitation Physics Stress Test NEW!!!!
http://www.youtube.com/watch?v=_Cdx2GFDFsg
Download V 0.1 Alpha Release
http://www.mediafire.com/?sah6avpvb92w3i4
The full library plus a main.cpp demo. That utilizes a gravity transform. Press X or Z for a gravity transform of each cube with 100 sub objects in scene. WASD for camera movement.
Features!
---Extremely easy integration into Irrlicht Applications
---A wide array of functions that can be used by more experienced in the API.
---No collision Animators!
---Three lines of code can install physics into your project!
---Very good collision response and physics for the code you have to write!
---Currently using bounding boxes to apply physics but will use TriangleSelectors in time.
Integration
So far you only have to right three lines of code to incorporate physics and collision detection into your Irrlicht App.
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PhysManager* pmgr = new PhysManager;
// create physics manager
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PhysObj* PhysicsObject = pmgr->addPhysObjToQueue(smgr,"meshfilename.obj",mass);
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updateScene(pmgr,frameDeltaTime);
//Update the Scene