@patrick: > Lukas, you mentioned a physics overhaul being planned. I remember some time > ago reading about possibly using an existing library like PhysBAM [1] for > this. I don't know what was eventually decided on this (if anything), but > while this would be a major undertaking, perhaps making a start at > integrating something like this could be a viable option for the project?
I have not yet looked at the actual PhysBAM code yet, so i may be way off, but to me it seems like PhysBAM would not make solution of current problems in Blender any easier. What i was referring to is the current inability to use different physics sims on different objects together in a reliable way (i will explain this in a blog post in detail). The depsgraph refactor will solve a large part of this, but iterative simulations have their own issues that are not handled well by an animation-based update system. If we wanted to integrate PhysBAM into Blender it would not solve any of the depsgraph and synchronization problems and in fact just add a whole new pile of work on the integration side. Every physics system needs to be able to understand Blender mesh structures and other scene stuff, which at least is already kind of working for existing systems. _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
