2D Collision, Physics, Rigid body dynamics

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

The forum is locked. These are the original blitzbasic.com forums, kept so they can still be read. No new topics, replies or edits can be made here. To join in, head over to the Blitz3D+ forums.

That break up sounds good, I think I will convert the glut code to Max2d.
I did notice that several of the function names aren't very consistent, I will updated that real quick.

It seems that he is using pointer arithmetic to determine which body is last in the stack and then test against that first. I think we will end up using lists or arrays instead so we can compare them by their position. If pointers end up being needed for speed we might me out of luck. As far as I know BlitzMax only supports adding and subtracting of pointers.