Ok, cool. I just commented out the shadow code for now so I could play around. But I do like the shadow system and it would be well worth the purchase considering the time it would take to program it myself.
As far as the verlet physics that dmc, sswift, and others have done here, I have to compliment them on their work. I'm impressed and this has at least given me some ideas on how to improve on my game. I am working on a dirt racing game (sprint cars, late models, etc) and I have a lot of the car physics as far as handling, but wasn't sure how to go about handling collisions and making the car roll over and stuff like that. I am shooting for something realistic, but I am not looking to make it a pure simulation where everything has to be perfect. I just want it to be believable and fun. There are die hard sim junkies who will criticize every little thing they can find that isn't as realistic as real life racing, and then those who just prefer arcade type racing - I'm shooting for something in between.
As far as the verlet physics that dmc, sswift, and others have done here, I have to compliment them on their work. I'm impressed and this has at least given me some ideas on how to improve on my game. I am working on a dirt racing game (sprint cars, late models, etc) and I have a lot of the car physics as far as handling, but wasn't sure how to go about handling collisions and making the car roll over and stuff like that. I am shooting for something realistic, but I am not looking to make it a pure simulation where everything has to be perfect. I just want it to be believable and fun. There are die hard sim junkies who will criticize every little thing they can find that isn't as realistic as real life racing, and then those who just prefer arcade type racing - I'm shooting for something in between.