REQ: OPCODE collision engine into B3D

Blitz3D Forums/Blitz3D Programming/REQ: OPCODE collision engine into B3D

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You guys are funny.

Falling cubes, spheres and cylinders is not 'usable' as a straightforward collision system. nor are those sad 'car physics' things done in them (logical, as both DLL's are not made for cars). It's impossible to get any sort of poly->poly system going with either physics system (fast enough anyway), let alone something as advanced as the OPCODE system as it is meant to be used.

Breakages in Tokamak are easy, my ragdoll already flies apart.. of course, then you have lots of limbs twitching like mad and making the whole thing look like a cheap horror movie :) Of course, how much twitching there is you never know as every PC screws everything differently :)


Sweenie, i would love to 'wrap' OPCODE.. however, as the Blitz system is mostly closed as Fort Knox and those hacks into it don't really help much with that sort of implementation.. the only people who can implement something like that collision system is those with the actual B3D source code.. You know yourself that not everything in Tokamak for example can be implemented because of the limited access to Blitz internal data. If you even manage to get a decent callback system going, it's going to be slow as hell.

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