I am surpsised that people mix physics engines with collision engines.
Tokamak and ODE are physics engines, not collision engines. They just happen to have collision detection build in.
For example, Tokamak has a really bad friction model. Every object seem to "slide", even if you set friction and other parameters to the "max" to avoid sliding.
Why should you run an entire physics model, just to have some collisions in your arcade platform game?
You can't moveEntity or PositionEntity physics objects like you do with ordinary Blitz objects without problems. For example, in Tokamak you add force on objects to move them around. Not very handy if you want an arcade game with exact controls. And, if you use animated bodies instead of rigid bodies, you'll notice that this animated body pushes through other ridig bodies...with that approach you are not really using the collisions correctly anymore.
So, basicly, an collision engine *is* nessecary.
Tokamak and ODE are physics engines, not collision engines. They just happen to have collision detection build in.
For example, Tokamak has a really bad friction model. Every object seem to "slide", even if you set friction and other parameters to the "max" to avoid sliding.
Why should you run an entire physics model, just to have some collisions in your arcade platform game?
You can't moveEntity or PositionEntity physics objects like you do with ordinary Blitz objects without problems. For example, in Tokamak you add force on objects to move them around. Not very handy if you want an arcade game with exact controls. And, if you use animated bodies instead of rigid bodies, you'll notice that this animated body pushes through other ridig bodies...with that approach you are not really using the collisions correctly anymore.
So, basicly, an collision engine *is* nessecary.