MaxPhysics Community Project : Main

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This is great. John, keep us updated on the progress.

@Fetze, Don't worry. You can use all collision rutines for collision checking( poly/poly circle/line, line/ line..) without using the collision response. If you use the the "response" rutines you simply get a series of variables that you can change to alter the physics of the collision. If you want to make that part built-in-game-specific, I don't see any limitations.

From a MaxPhysics user's point of view, a MaxPhysics object will basically consist of a list of vertices,
Yes I agree. However, I would still want it to be possible to use a circle, or a polygon, out-of-the-box, for collisions. In these parts, it might be two engines tied together. I'm not sure how good we can match the two, yet the more options people have, the better.

@Haramanai, How fast does the object really have to travel before it is noticable? Try to increse the FPS instead of the speed of the object. I mean at 75fps, you need to move very fast if you are to pass through an (even a small) box v box collision, where the only thing you do is reset to lastX,lastY. Do perhaps have an example for the polygon case?
However, I'm not sure how to do any collision response if the polygon rutine does not return a "reflect vector" of sorts..

And to everyone involved: Keep the good work up!