It was a while since I worked on the wrapper but during that time Tokamak was one of the fastest.
Release 1.2 introduced a bug which caused bodies to interpenetrate with static geometry.
But with release 1.2.1 which was released recently this issue should have been fixed.
Have you tried your app at 1 iteration/subsample with this new release?
If you want to run your physics-simulation at very low framerates without worrying about missed collisions you should take a look at true axis. ( www.trueaxis.com ).
This engine make use of swept collision tests which make sure that a collision is never missed, regardless of the objects velocity.
It's free for non-commercial use but will cost you some bucks if you want to use it for a commercial project.
The author mentioned something about an "indie/hobby" developer license though, so it might be worth contacting him for details.
True Axis seems to include a "Blitz-friendly" dll so you should be able to use it by simply making a Declsfile for it.
Release 1.2 introduced a bug which caused bodies to interpenetrate with static geometry.
But with release 1.2.1 which was released recently this issue should have been fixed.
Have you tried your app at 1 iteration/subsample with this new release?
If you want to run your physics-simulation at very low framerates without worrying about missed collisions you should take a look at true axis. ( www.trueaxis.com ).
This engine make use of swept collision tests which make sure that a collision is never missed, regardless of the objects velocity.
It's free for non-commercial use but will cost you some bucks if you want to use it for a commercial project.
The author mentioned something about an "indie/hobby" developer license though, so it might be worth contacting him for details.
True Axis seems to include a "Blitz-friendly" dll so you should be able to use it by simply making a Declsfile for it.