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Status of ODE physics in darkplaces?

 
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Swift



Joined: 26 Jan 2010
Posts: 44

PostPosted: Wed Apr 14, 2010 3:56 am    Post subject: Status of ODE physics in darkplaces? Reply with quote

: ) ?
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Spike



Joined: 05 Nov 2004
Posts: 944
Location: UK

PostPosted: Wed Apr 14, 2010 9:47 am    Post subject: Reply with quote

Working. For LordHavoc.


Presumably that just means you need the right ODE dll. Good luck finding it.
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Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Wed Apr 14, 2010 6:18 pm    Post subject: Reply with quote

Heheh

Twig I say, Twig!
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Chip



Joined: 21 Jan 2009
Posts: 314
Location: Romania

PostPosted: Wed Apr 14, 2010 8:02 pm    Post subject: Reply with quote

Urre wrote:
Heheh

Twig I say, Twig!


Would it be hard to implement Twig for static models, such as boxes, crates, barrels? And I don't mean reacting to explosions. I mean pushing them around, or having them roll down a slope.
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Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Wed Apr 14, 2010 9:32 pm    Post subject: Reply with quote

Not hard, as long as you can live with the limits of the system. Collisions are still just particle-based (against world anyway, entity<-> entity interaction is a bit more capable).

For anything serious I'd recommend ODE ofcourse, but I obviously really like Twig, and am more than willing to provide support for any serious attemptees Smile
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Thu Apr 15, 2010 3:05 am    Post subject: Reply with quote

Let me know when you do the Twig rube goldberg video.
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