adapt Physical to BlitzMax

BlitzMax Forums/BlitzMax Programming/adapt Physical to BlitzMax

Hello. I have taken a look at `Physical` and found it quite interesting. I do concur with the idea that if you deal with things are a small `atom` kind of level then you don't even need to be concerned with higher level physics stuff because all those behaviors occur as a natural side effect. You don't even have to rotate the atoms to get objects to rotate. The code probably isn't too complicated to adapt to BlitzMax, if I remember it usesd `types` and is pretty simple to follow. I don't plan to `port` it myself, but I have designed a similar system based on triangles and a large list of their relationships. Haven't implemented it yet.