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Physac
#10
I've been looking over the underlying code for the Physac engine, and its seems that it is a refactored version of the code I ported to QB64. 

Can it process objects with concave surfaces? The original code that this seem to be based off of, had a function set the rotation and removed any concave sides of the polygon, if you didn't run this after polygon creation, the object would behave erratically.  I don't see the function here. Perhaps culled as unnecessary?

Concave objects would be awesome, because then you could create things like gears and simple machines. I have kinda worked around this by joining two bodies with very rigid joints, but its not a very good workaround.

It's cool that it uses threads so that should help with speed. 

It has nifty little function to shatter the polygons, could be useful for impact damage.

The only down side is that it doesn't seem to have have joints. Maybe I missed it? Joints can add a lot to physics engine, you can look at some of the examples on my github. Perhaps that is something that they will add later on? Perhaps porting that back to c++ might be an option?

Great job on bringing that to QB64! I will be keeping an eye on this in the future.
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Messages In This Thread
Physac - by a740g - 09-30-2024, 02:57 AM
RE: Physac - by RokCoder - 09-30-2024, 01:07 PM
RE: Physac - by TerryRitchie - 09-30-2024, 05:05 PM
RE: Physac - by grymmjack - 10-01-2024, 02:25 PM
RE: Physac - by Dav - 10-02-2024, 01:10 PM
RE: Physac - by RokCoder - 10-02-2024, 10:50 PM
RE: Physac - by a740g - 10-02-2024, 11:55 PM
RE: Physac - by RokCoder - 10-03-2024, 12:20 AM
RE: Physac - by a740g - 10-14-2024, 07:08 PM
RE: Physac - by justsomeguy - 10-29-2024, 12:02 AM



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