This is a description of the physics engine I intend to use for the first prototype of the building editor. There are three basic types of objects: Rods, Pins, and... other stuff. Don't mind the glowy highlights on everything, I'm just testing out the style.
How will you be collision testing for the rigid bodies such as triangle, circle etc? Will these be made up of various points constrained together thus not being able to collide with each other, or are you planning on implementing a rigid body collision solver?
Good luck with this by the way, I want to be a part of this somehow because it looks so cool
I'll probably be using Sweep and Prune [link] for the broad-phase, and something like Separating Axis Theorem for the actual collisions. But I'm not sure yet. The collision detection and handling is going to be the hardest part, I know...
-- I believe that games will be as significant a new medium as the printed word ever was, and as powerful a force for change.
Wow, I'm sure that's qoing to be quite challenging. I once tried something exactly like what you've got now, with spring joints, pin joints and such, and I was getting quite far but I never got round to implementing rigid bodies, as I was using as2 and it be slow if I didn't do it quite right
Good luck with this by the way, I want to be a part of this somehow because it looks so cool
Yep.
I'll probably be using Sweep and Prune [link] for the broad-phase, and something like Separating Axis Theorem for the actual collisions. But I'm not sure yet. The collision detection and handling is going to be the hardest part, I know...
--
I believe that games will be as significant a new medium as the printed word ever was, and as powerful a force for change.
I am here to make that happen. Making life more fun