tokamak physics thread 2:

Blitz3D Forums/Blitz3D Programming/tokamak physics thread 2:

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@bot builder
I should have been more specific :) If you create a Blitz cube that is 1 unit in size and attach it to a Tokamak cube that is 1 unit in size you will notice that the 2 don't match. You have to scale the Tokamak cube up by a factor of 2 - at least that's what I've been doing.
I agree that the gravity stuff is all relative, but the geometry primitives don't match.

Anyway, could somebody explain how you would attach 2 objects in a child/parent manner. By that I mean :
If you have a beach-ball mesh then you can just match it to a Tokamak sphere and it will work fine. BUT if you have a lollipop mesh you'd need a Tokamak cylinder+sphere. Now, the thing is that there isn't a way (ATM) to offset the sphere so that it sits toward one end of the cylinder.
I've tried using 3 joints in a triangular formation and essentially 'glueing' two objects together, but it hasn't worked for me so far.

I know this can be done because i've seen the Tokamak demos, but having scanned the docs I can't see how to achieve it.

Having said that, the AddGeometry() command might have something to do with it. Can you actually have 2 arbitrary meshes sent to Tokamak as rigid/animated bodies? Probably not, but would be nice ;)