tokamak physics thread 2:

Blitz3D Forums/Blitz3D Programming/tokamak physics thread 2:

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.

Rigid and Animated bodies can be freed, check the Tokamak.decls file for reference.

how bout making the function called 'TOKSIM_SetStaticMesh' instead of 'TOKSIM_SetTerrainMesh' people might get confused and think it has to be a terrain.


I've tried to stay with the names in the actual physicsdll, but I have to agree, setterrainmesh is misleading.
I will change this in the next release.

The same goes for animatedbodies. I don't really think they are supposed to be moved once the simulation has started.
If you move an animbody towards a rigidbody it will go right through if the velocity is to high.
StaticBodies would have been a better name for them.
Unless they can be moved and I simply do something wrong in my simulations.

Is the constraint thing in yet? I'm assuming it would be necessary to do a car physics sim? Anybody know? :-/

I'm currently working on the jointlimits. Should be implemented in the next release.

is there a command i can use to tell if somthing has collided ? ie when a ball hits the ground ? or do i have to do that within blitz using blitz colision ?


Since Tokamak uses Callbacks for collisioninfo I have to come up with some way to feed the collisioninfo to Blitz.
I will probably fill some kind of collisiontable and then the user can retrieve collisioninfo for a certain body or bodies.
hmm, like how you retrieve collisioninfo in blitz today I suppose.