I'm an engineering student myself, so the vocabulary is not a problemAlpha Omega wrote: (I am a chemical engineer so sorry for the vocabulary).
Version 0.1 Alpha Release: Irrlicht Dedicated Physics Engine
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looks really nice but doesn't it miss rotation?
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The cubes rotate when they collide. I am still working on the scaling so in that specific example they do not rotate by much but they do rotate. Think of it like a pool ball. When you make a corner shot the balls do not rotate but bounce off at an angle. The angle they come off the collision is a result of the torque applied on both bodies.Sudi wrote:looks really nice but doesn't it miss rotation?
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I have already have phisic engine for my simple 2d game. But I'll take a try with your phisics manager. if it is good I will use it, since some features are already a TODO in my game I can help you a bit founding bugs and stress testing things.
EDIT: it seems to miss the download link. will you leave it opensource?
EDIT: it seems to miss the download link. will you leave it opensource?
Junior Irrlicht Developer.
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Real value in social networks is not about "increasing" number of followers, but about getting in touch with Amazing people.
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Once the project is in a releasable state a download link will be posted. It will most likely remain opensource. Once I finish up this last bit of collision detection I will most likely post an alpha release so the basics can be thoroughly evaluated. If you would like to stress test that would be appreciated .REDDemon wrote:I have already have phisic engine for my simple 2d game. But I'll take a try with your phisics manager. if it is good I will use it, since some features are already a TODO in my game I can help you a bit founding bugs and stress testing things.
EDIT: it seems to miss the download link. will you leave it opensource?
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Just posted anew video update. It is the first stress test for the engine. Its to test how many physics objects can spawn in the world. I tested with 1000 cubes. I did the video in real time so it is laggy but it ran and for 1000 cubes in real time, checking all collisions simultaneously was not a bad first attempt video is on the OP.