IPete2,
There's rumours that Mark is sort of doing some physics for Blitzmax's 3D module. As for 2D and doing it ourselves, I agree that for 2D, it's preferable :)
I would probably interested in looking at Torque2D's way - you can make a list of points and the vector is used to collide with stuff. Has to be convex though or something. Whats good is thay don't bother with different types like rects or ovals - everything is vector, and that is simple/clever.
The physics are also pretty cool with mass, friction and the ability to attach one physical object to another, then rotate it (wheels) and also apply a certain amount of "damping" so it acts springy.
There's rumours that Mark is sort of doing some physics for Blitzmax's 3D module. As for 2D and doing it ourselves, I agree that for 2D, it's preferable :)
I would probably interested in looking at Torque2D's way - you can make a list of points and the vector is used to collide with stuff. Has to be convex though or something. Whats good is thay don't bother with different types like rects or ovals - everything is vector, and that is simple/clever.
The physics are also pretty cool with mass, friction and the ability to attach one physical object to another, then rotate it (wheels) and also apply a certain amount of "damping" so it acts springy.