Rob, you can't compare Tokamak with Nuclear Glory:
1. Nuclear Glory is a collision engine
2. Tokamak is a physics engine with collision support.
Now, Tokamak has a *really bad* friction system, and forces you to use a system "outside" Tokamak, e.g for a player moving in the game. When you do that, you need to add an animated body, parented to the entity, and make the entity part of the Blitz or N.G Collision system. The animated body is there to make contact with the physics engine (e.g with ridig bodies).
1. Nuclear Glory is a collision engine
2. Tokamak is a physics engine with collision support.
Now, Tokamak has a *really bad* friction system, and forces you to use a system "outside" Tokamak, e.g for a player moving in the game. When you do that, you need to add an animated body, parented to the entity, and make the entity part of the Blitz or N.G Collision system. The animated body is there to make contact with the physics engine (e.g with ridig bodies).