Heh. Thanks. Right now my main focus is on collisions, as I said. I've come up with a giant system
that should hopefully run pretty fast. It will basically be a whole custom collision system that
sadly won't be very user-friendly unless I create a custom editer. basically, it will be a large
hierchy of collision checks, all box checks, that contain quad checks, triangle checks, more
box checks, cylinder checks, and sphere checks. The hierarchy of collision checks is
similar to a portal system(I think). It checks whether or not an entity could be in an area,
and if it is then it goes on to another check that involves a smaller area, until it has such
few colision possibilities that they run quickly. I've also decided to specialize the collision
system to deal not only with triangles, but with quads, as it is fast to check if a quad is
being collided with. Especially in the case that the quad is horizontal or vertical. In fact,
I have seperate type structures to deal with quads aligned to the different axis. I haven't
done any work with the other collision checks yet, as they are quite a bit harder.
Once I get collisions and friction sorted out, evolving constraints are in, then
possibly evolving Verlets, then several editers to edit the collision structures,
verlet positions, etc. So basically, I have my work cut out :) .
that should hopefully run pretty fast. It will basically be a whole custom collision system that
sadly won't be very user-friendly unless I create a custom editer. basically, it will be a large
hierchy of collision checks, all box checks, that contain quad checks, triangle checks, more
box checks, cylinder checks, and sphere checks. The hierarchy of collision checks is
similar to a portal system(I think). It checks whether or not an entity could be in an area,
and if it is then it goes on to another check that involves a smaller area, until it has such
few colision possibilities that they run quickly. I've also decided to specialize the collision
system to deal not only with triangles, but with quads, as it is fast to check if a quad is
being collided with. Especially in the case that the quad is horizontal or vertical. In fact,
I have seperate type structures to deal with quads aligned to the different axis. I haven't
done any work with the other collision checks yet, as they are quite a bit harder.
Once I get collisions and friction sorted out, evolving constraints are in, then
possibly evolving Verlets, then several editers to edit the collision structures,
verlet positions, etc. So basically, I have my work cut out :) .