I'm still searching for a free Physics solution. It should be simple and easy to add to an existing game.
Devils Child released some good stuff, but it's still not as simple as I wish. There needs to be some kind of automation layer between the game and the wrapped functions. Plus, stabilty needs to be stresstested much more.
Can you run it 4 days with repeatedly created and deleted physics objects? No? then it's not really stabile IMHO.
Anyway, probably it's easy to write something like this Layer: take one of the libs with one of the free wrappers, no matter what ODE, Newton, Tokamak whatever. I'd say choose that one that is actually stabile (a notorious weakness of physics libs IMHO). Get yourself some kind of simple object collision physics, then use the "iterate trough all entities" (see b3d coding section) hack to apply physics to all objects. You may then also use EntityClass to recursively add animated meshes to the physics stack. And of course eg. EntityName to trigger certain things.
I'd really appreciate such a simple and free community project.
Devils Child released some good stuff, but it's still not as simple as I wish. There needs to be some kind of automation layer between the game and the wrapped functions. Plus, stabilty needs to be stresstested much more.
Can you run it 4 days with repeatedly created and deleted physics objects? No? then it's not really stabile IMHO.
Anyway, probably it's easy to write something like this Layer: take one of the libs with one of the free wrappers, no matter what ODE, Newton, Tokamak whatever. I'd say choose that one that is actually stabile (a notorious weakness of physics libs IMHO). Get yourself some kind of simple object collision physics, then use the "iterate trough all entities" (see b3d coding section) hack to apply physics to all objects. You may then also use EntityClass to recursively add animated meshes to the physics stack. And of course eg. EntityName to trigger certain things.
I'd really appreciate such a simple and free community project.