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I spent about a day working with my physics routines. I made some adjustments, simplified the code, and found that very complex simulations could be created, including the following:
-Newtonian physics
-Gravity
-Chains
-Springs
-Angular constraints
-Rigid bodies
-Soft bodies
-Cloth
-Ragdoll simulation
There are only about three main commands you need, EnablePhysics(entity), LinkEntities(entity1,entity2), and Constrain(entity1,entity2,entity3,min#,max#). These simple commands form the basis of the higher-level processes, even the ragdoll. This should meet all physics needs in Blitz3D. You can really do anything with this. I'll name my price once I decide.

The flag demo remade.

Rigid body simulation.

The Coup de Grace', ragdoll simulation.
I spent about a day working with my physics routines. I made some adjustments, simplified the code, and found that very complex simulations could be created, including the following:
-Newtonian physics
-Gravity
-Chains
-Springs
-Angular constraints
-Rigid bodies
-Soft bodies
-Cloth
-Ragdoll simulation
There are only about three main commands you need, EnablePhysics(entity), LinkEntities(entity1,entity2), and Constrain(entity1,entity2,entity3,min#,max#). These simple commands form the basis of the higher-level processes, even the ragdoll. This should meet all physics needs in Blitz3D. You can really do anything with this. I'll name my price once I decide.

The flag demo remade.

Rigid body simulation.

The Coup de Grace', ragdoll simulation.