2D Collision, Physics, Rigid body dynamics

BlitzMax Forums/BlitzMax Programming/2D Collision, Physics, Rigid body dynamics

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that's a great start on outlining the api, I will take more time to look at it later.

It is debatable whether or not inline functions improve performance, I think we should not worry about inserting vector and matrix code directly into the API. Just make sure that whatever code we use for those systems is extendable, and easily used for other things.

I think we should do a direct port for now and just get some code working and a demo. That will get others excited and possibly working on "Motive" (I like the name by the way). Obviously the direct port will be fairly sloppy code. The actual API I think should have very easy to understand code, with variables spelled out, comments explaining logic, etc. This will allow others to contribute more easily and reduce confusion.

While we direct port the code, we can plan the API more. The first step might be to just get ridged body physics simulation working for just OOBBs. And then expand from there.

Edit:
Another thing we should think about is how someone would actually implement this into their game. How will bodies be attached to game-world entities, etc.