Well, it's very much different. It's not comparable, since Nuclear glory (wrapper part) is made to look like Blitz collisions. Tokamak not.
With Tokamak, you add your meshes (TOK_Addmesh) to the Tokamak physics. Tokamak won't allow you to add a rigid body that behaves like a normal player (e.g: moveEntity myPlayer,3,0,0). ApplyImpulse (etc) doesn't do the job, because of the friction model. If you want the player to be a ball that bounces up and down, Tokamak is your man.
But if you want a player for a platform game, or a FPS you find Tokamak lacks a good friction model. Everything is very much slippery, even when you set up the materials right. I have made the conclusion after talking to Tokamak users and extensive testing.
That is why the player in my game is a Blitz entity with Blitz collisions. Parented to the entity, is an animated body (cube) that allows the player to somewhat interact with Tokamak rigidbodies.
With Tokamak, you add your meshes (TOK_Addmesh) to the Tokamak physics. Tokamak won't allow you to add a rigid body that behaves like a normal player (e.g: moveEntity myPlayer,3,0,0). ApplyImpulse (etc) doesn't do the job, because of the friction model. If you want the player to be a ball that bounces up and down, Tokamak is your man.
But if you want a player for a platform game, or a FPS you find Tokamak lacks a good friction model. Everything is very much slippery, even when you set up the materials right. I have made the conclusion after talking to Tokamak users and extensive testing.
That is why the player in my game is a Blitz entity with Blitz collisions. Parented to the entity, is an animated body (cube) that allows the player to somewhat interact with Tokamak rigidbodies.