kvark / kri

[old] Modern OpenGL-3 engine, a playground for experimental design concepts and features
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physics simulation & collision resolving #7

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
Implementation milestones:
1. Improve Node/Entity classes with physics data (speed, angular speed)
2. Implement fields & forces, make them affect bodies
3. Load physics data from Blender
4. Design GPU collision detection pipeline
5. Implement collision detection
6. Improve with more information gathered (HW Queries / Texture Read-backs)
7. Use it for proper collision resolving

Achievement benefits:
1. Solid simulation system - no need for setPosition, setOrientation, etc
2. Realistic virtual world interaction

Original issue reported on code.google.com by kvarkus on 27 Aug 2009 at 2:50

GoogleCodeExporter commented 9 years ago
There is a nice C# written physics engine: Jitter.
Without any engine changes, it can be used by the user for a simple game 
mechanics.

Original comment by kvarkus on 18 Jun 2010 at 10:13