Alex:
I'm afraid you're way off the mark there.
On the plus side, I found a solution to my problem which works 95% as well as I possibly hope it could. If I could get the real collision normals it'd probably be 100%.
So in celebration of me getting it to a state I'm happy with making available to the general public, here's a new version of the demo! :-)
www.seamlesstexturegenerator.com/systems/Swift.Sprite.System.Physics.Demo.zip
New features:
Move the mouse over one of the objects to see the sprite system's ability to brighten a sprite in action.
Also, it will display the name of the sprite, which is a new capability.
As for the physics, 99% of interpenetration issues are now history, and the system handles difficult situtations likea small ball getting wedged against the wall by the cinderblock which has huge mass and doesn't want to slow down.
Also when wedged between the volleyball and basketball, the balloon will slide upwards and sit nicely on top of them because it has little mass and the right shape to do that.
The physics system interface has had an overhaul too. Remember how you would set up collisions in Blitz3D? By specifying two ID's that should collide, and setting the ID for each entity, so it is part of a certain group of objects that behave a certain way? Well you can do the exact same thing with the physics system now. You still have to manually update certain things like collisions with walls, but most of your sprite to sprite collision stuff can now be handled with collision sets! See the demo source to see how both methods work.
So anyway, I'm pretty happy with it at this point. It's not perfect yet, but it's pretty darn good, and it's easy to use now. I'll be sending an update out to registered users shortly.
I'm afraid you're way off the mark there.
On the plus side, I found a solution to my problem which works 95% as well as I possibly hope it could. If I could get the real collision normals it'd probably be 100%.
So in celebration of me getting it to a state I'm happy with making available to the general public, here's a new version of the demo! :-)
www.seamlesstexturegenerator.com/systems/Swift.Sprite.System.Physics.Demo.zip
New features:
Move the mouse over one of the objects to see the sprite system's ability to brighten a sprite in action.
Also, it will display the name of the sprite, which is a new capability.
As for the physics, 99% of interpenetration issues are now history, and the system handles difficult situtations likea small ball getting wedged against the wall by the cinderblock which has huge mass and doesn't want to slow down.
Also when wedged between the volleyball and basketball, the balloon will slide upwards and sit nicely on top of them because it has little mass and the right shape to do that.
The physics system interface has had an overhaul too. Remember how you would set up collisions in Blitz3D? By specifying two ID's that should collide, and setting the ID for each entity, so it is part of a certain group of objects that behave a certain way? Well you can do the exact same thing with the physics system now. You still have to manually update certain things like collisions with walls, but most of your sprite to sprite collision stuff can now be handled with collision sets! See the demo source to see how both methods work.
So anyway, I'm pretty happy with it at this point. It's not perfect yet, but it's pretty darn good, and it's easy to use now. I'll be sending an update out to registered users shortly.