[Plib-users] ssg pyysics
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From: Simon <sim...@ho...> - 2004-04-21 11:01:14
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Hi, thanks Wolfram its great to get a reply although I don't think I explained myself very well. The aim I'm trying to reach is to have a = stack of blocks on top of each other. I then want to knock them down. I = found this great physics example to do with dice falling down some stairs. I = can get it to work with a non plib scene but I was trying to link it to an = ssg tree. What I really want to know is how everyone goes about that. =20 =20 In the non plib demo each object maintains a set of physics related properties. There is also a physics class that each inherits from. Basically the physics engine runs constantly and checks then updates = each object in relation to each other object. I think in just writing this I = am beginning to work the answer out myself. Isnt it funny how sometimes = just writing or saying something out loud can make things so much clearer. =20 So now I guess the question is should the physics engine class be added = to the tree or left to run outside of it? It's a little difficult for me = to recall everything as the project has been on hold until this bit gets = worked out. For anyone interested; the demo that I'm basing this on for now is from Chris Haag. I got it off his site originally but that seems to be = down at the moment. Theres a copy of it on the NeHe site: =20 http://nehe.gamedev.net/data/downloads/download.asp?letter=3DS =20 It's called Stairs by Chris Haag. =20 Thanks for the patience, if I get it to work then I could submit it as = an ssg example. I'm using the 3D Studio loader for the dice and the stairs = so the example would incorporate that as well. =20 -Simon |