tokamak physics thread 2:

Blitz3D Forums/Blitz3D Programming/tokamak physics thread 2:

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@Sweenie - What do you think to changing the units so that they match standard Blitz objects? It seems at the moment that 1 Blitz unit=2 Tokamak units. Get's a bit annoying after a while. Could you change the wrapper to compensate? Or am I missing something (again) ;)
How could one blitz unit equal 2 tokomak units? it doesn't matter. that's why there are gravity settings, alowing you to have a large gravity if each unit is a small amount and a small gravity if each unit is a large amount. It all depends on your world scale. bradford6's demo might 'look unrealistic to some' but thats simply because you're imagining it at a different scale. say the demo was inside a little 1 ft. by 1 ft. box. then gravity would be pretty large. if each sphere is the size of a house, then gravity would be alot smaller.

nice code fredborg :) I assume setting rec prevents it from actually creating a mesh, allowing you to fiddle with it. Why not make the banks and varsglobal? then, on the last entity (or with a seperate command) you could set rec to false and have it write the collision mesh with all the entities you've called with TOK_MakeCollider. Basically, call it multiple times to have multiple meshs added into the collision mesh.