Tokamak Physics

Blitz3D Forums/Blitz3D Programming/Tokamak Physics

The forum is locked. These are the original blitzbasic.com forums, kept so they can still be read. No new topics, replies or edits can be made here. To join in, head over to the Blitz3D+ forums.

here's a small mod:
If MouseDown(1) Then shoot_cannon(4) ElseIf MouseDown(2) Then shoot_cannon(-4)

Function shoot_cannon(vel#)	
		campick()
	 	For n = 1 To ENTS
			If pictentity = obj(n)
				i = n
				RBApplyImpulse rb(i),-pnx#*vel#,pny#*vel#,-pnz#*vel#
			EndIf
		Next		
End Function
These are just the lines that I changed though.

Makes it so you can apply a negative force with the right mouse button.

Fasterthen ode I think.
Yep. I believe your right. And it's more stable as far as I know.

And I agree, how bout the wrapper source? This is already great! let's make it better :) I'm definitly looking forward to the 'motor' as long as its supported well enough. How hard would it be to inherit velocities from animations, I wonder. Each limb could easily be a box/sphere/capsule. What I'm wondering about is how to easily enough remember the previous positions, and have the person's limbs inherit their velocities. I guess it would be 'possible' in the wrapper, but this would best be done in blitz. So basically their would be two layers between you and the tokomakdll.dll. The blitz layer simply to make for easy integration, and a wrapper dll for access.

No pressure ohcorse. Heck, I don't know c/c++ verywell as it is. However, I would really like to have a nice physics engine for blitz.

This is lookin nicer and nicer. The thing to concentrate on is static polymesh addition. Once that's there, people could imeadiatly start using this in their games. Then we can worry about stuff like motors and joints and ragdolls.