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I just tested it and it works like a charm. One note: The tris in the trimesh are two-sided. It is similar to Bullet and different from ODE, where tris are one-sided (if I remember well).
2009-08-30 13:36:44 UTC in Tokamak Physics Engine
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Oh, and more importantly, does the Tokamak support arbitrary triangle meshes, or only those formed in a heightmap terrain? I ask this because I found a neSimulator::SetTerrainMesh which looks kind of suspicious ;). By an arbitrary mesh I mean for example a Quake-type level or something like that.
2009-08-29 21:47:36 UTC in Tokamak Physics Engine
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Is there some example/demo/tutorial/code snippet/whatever available to show usage of trimesh in Tokamak? Thanks.
2009-08-29 21:22:31 UTC in Tokamak Physics Engine
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Does Tokamak require Opcode to support trimesh collision detection? And if that is true, which version of Opcode is Tokamak supposed to work with? Thanks.
2009-08-28 13:18:00 UTC in Tokamak Physics Engine