very easy to use, its all object based. heres the setup code for the first sample i posted (not the current one)
then just call Physics_Obj.Update() in the main loop
edit: there is also now another option in the AddConstraint that enables you to make softbodies and all kinda squishy maddness.
Local Physics_Obj:Photon_Physics_Lib = New Photon_Physics_Lib Local tmpparticle:Photon_Physics_Particle[7] tmpparticle[0] = Physics_Obj.AddParticle([200.0,100.0,0.0]) tmpparticle[1] = Physics_Obj.AddParticle([250.0,100.0,0.0]) tmpparticle[2] = Physics_Obj.AddParticle([250.0,150.0,0.0]) tmpparticle[3] = Physics_Obj.AddParticle([200.0,150.0,0.0]) tmpparticle[4] = Physics_Obj.AddParticle([200.0,200.0,0.0]) tmpparticle[5] = Physics_Obj.AddParticle([200.0,250.0,0.0]) tmpparticle[6] = Physics_Obj.AddParticle([200.0,300.0,0.0]) Physics_Obj.AddConstraint([tmpparticle[0],tmpparticle[1]]) Physics_Obj.AddConstraint([tmpparticle[1],tmpparticle[2]]) Physics_Obj.AddConstraint([tmpparticle[2],tmpparticle[3]]) Physics_Obj.AddConstraint([tmpparticle[3],tmpparticle[0]]) Physics_Obj.AddConstraint([tmpparticle[0],tmpparticle[2]]) Physics_Obj.AddConstraint([tmpparticle[1],tmpparticle[3]]) Physics_Obj.AddConstraint([tmpparticle[3],tmpparticle[4]]) Physics_Obj.AddConstraint([tmpparticle[4],tmpparticle[5]]) Physics_Obj.AddConstraint([tmpparticle[5],tmpparticle[6]])
then just call Physics_Obj.Update() in the main loop
edit: there is also now another option in the AddConstraint that enables you to make softbodies and all kinda squishy maddness.