rtridz / phys2d

Automatically exported from code.google.com/p/phys2d
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Refactor collision so it can easily be used seperately #2

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
It's possible to use the collision of shapes seperately to the rest of the
system. However, you can't use the spatial partitioning strategies outside
of the world currently. It'd be nicer if you could.

Suggested solution is to add a ShapeContainer which can be filled with
shapes (which internally get wrapped with bodies). It will duplicate some
of the work in World but would at least give two simple interfaces rather
than modifiying world and getting one ornate one.

Original issue reported on code.google.com by kevgl...@gmail.com on 5 Aug 2006 at 4:37

GoogleCodeExporter commented 9 years ago

Original comment by kevgl...@gmail.com on 11 Aug 2006 at 11:45

GoogleCodeExporter commented 9 years ago
Refactored collision into CollisionSpace which can now be used independently of 
the
physics layer.

Original comment by kevgl...@gmail.com on 12 Aug 2006 at 2:42