BTW, it is being designed like in the middleware thread since everyone seemed to want that. *IF* you manually construct your verlet construct for any particular mesh (There will be automated verlet setup methods), it will be contained in a construct wrapper so to sapeak. So you could use the MoveConstruct(Struct%), PositionConstruct(Struct%) functions to control the entire verlet structure.
In other words, using a physics rigged entity will be no harder then a blitz entity.
I've been thinking of a way to do cylindrical collisions without any slowdown as well.. Should be a very fun week! Anticipate new demo's soonish.
In other words, using a physics rigged entity will be no harder then a blitz entity.
I've been thinking of a way to do cylindrical collisions without any slowdown as well.. Should be a very fun week! Anticipate new demo's soonish.