Just posted a new video that represents frictional 2D co-planar collisions. I think they came out really nice. Anyone have a good bowling or shuffle board game for a stress test?
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Sudi wrote:looks really nice but doesn't it miss rotation?
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.
great work. it is not too difficult adding more complex phisics. think especially about 3d islands (group of items moving together). this is very usefull to speed up computing .
Posted a speed test using OBB collision detection. Its only half way implemented and using a check cheap collision check, not as check as AABB but still cheap.
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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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?
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 .
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.