after 2,000 years of war and turmoil collisions and physics can now happily coexist...
"collisions" prefers to concern itself with the moment of impact of moving objects
"physics" allows the objects to move AND collide realistically.
back when collision processing was computationally expensive, you just got simple "spheres and boxes hit each other" stuff.
today, a "physics Engine" is almost mandatory for anything more than the most rudimentary of games.
don't get me wrong, I love retro (Galaga forever)
I am sure that we are going to be privy to 2d and 3d collisions as well as a full-blown dynamics engine.
just a matter of time.
but anyway, ODE ALSO has this
ODE has two main components: a dynamics simulation engine and a collision detection engine. The collision engine is given information about the shape of each body. At each time step it figures out which bodies touch each other and passes the resulting contact point information to the user. The user in turn creates contact joints between bodies.
Using ODE's collision detection is optional - an alternative collision detection system can be used as long as it can supply the right kinds of contact information.
I am not sure is BRL is going to use an Open Source Collision library or roll their own.
"collisions" prefers to concern itself with the moment of impact of moving objects
"physics" allows the objects to move AND collide realistically.
back when collision processing was computationally expensive, you just got simple "spheres and boxes hit each other" stuff.
today, a "physics Engine" is almost mandatory for anything more than the most rudimentary of games.
don't get me wrong, I love retro (Galaga forever)
I am sure that we are going to be privy to 2d and 3d collisions as well as a full-blown dynamics engine.
just a matter of time.
but anyway, ODE ALSO has this
ODE has two main components: a dynamics simulation engine and a collision detection engine. The collision engine is given information about the shape of each body. At each time step it figures out which bodies touch each other and passes the resulting contact point information to the user. The user in turn creates contact joints between bodies.
Using ODE's collision detection is optional - an alternative collision detection system can be used as long as it can supply the right kinds of contact information.
I am not sure is BRL is going to use an Open Source Collision library or roll their own.