Hi Brad, Friday, March 27, 2009, 10:00:48 PM, you wrote:
> Well we had troubles with the ODE bounding box, and found that Bullet > wasn't fully implemented for collision detection, so it was a huge > headache for us to try to implement. Without proper collision > detection, there is no good game. > My programmer had posted earlier on the problems, but rarely got good > answers to them since most people are not using physics for collsion. I'm not following CS that much lately but I remember that ODE integration was just good enough. As for unified collision: I've added iDynamicsSystemCollider thing that would let you to use colliders without dynamics properties in your simulation. Unified collision and dynamics is already on place in its limited form. I think that unified tool chain for AI, physics and animation would be more useful (all steps covered from Blender/Maya to AI state tree with animation blending and physics integration). There are some free tools already available (you can preview PhysX integration in Maya, or Bullet in Blender), but you need to fill the gaps (i.e. finish COLLADA handling in CS, add states editor etc.). -- greetings, Piotr Obrzut mailto:[email protected] ------------------------------------------------------------------------------ _______________________________________________ Crystal-main mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[email protected]?subject=unsubscribe
