On 2/11/07, Ken Taylor <[EMAIL PROTECTED]> wrote:
>
> > if your physics - say bouncing boxes like my example - is performed in
> > it's own local coordinate space then it could be made consistent every
> > time - but I can't see how you would combine the rendering of this in
> > realtime with the rendering of the scene
>
> I don't see why transforming from "physics simulation space" to world space
> for the purpose of rendering the frame is any more difficult than
> transforming from, say, a model's local coordinate system to world space.

if it's not part of the scene when u simulate the physics then when
you add the objects of the physics sim into the scene (assuming you
have a way to do this over a series of frames) you could have all
sorts of unrealistic things like objects passing thru others, objects
not occluding when they should, no shadows etc.

chris
>
> Ken
>
>
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