RE: [Plib-users] ssg pyysics
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From: Adam C. <ajc...@ho...> - 2004-04-21 12:19:50
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(Feel free to correctme here guys.. ) My understanding is that with game design, the graphics engine (which utilized the scene graph) and the physiscs engines are kept separate. An object in question (say a car or a block in your example) has access to both a physics model that represents it's behavior, as well as a pointer to it's relevant information in the scene graph. That way, everytime you update an object, it gathers information from it's current state and the physics model, and then uses that information to manupulate it's characteristics within the scene graph. -Adam >From: "Simon" <sim...@ho...> >Reply-To: pli...@li... >To: <pli...@li...> >Subject: [Plib-users] ssg pyysics >Date: Wed, 21 Apr 2004 12:06:16 +0100 > >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. > > > >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. > > > >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: > > > >http://nehe.gamedev.net/data/downloads/download.asp?letter=S > > > >It's called Stairs by Chris Haag. > > > >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. > > > >-Simon > _________________________________________________________________ Is your PC infected? Get a FREE online computer virus scan from McAfee® Security. http://clinic.mcafee.com/clinic/ibuy/campaign.asp?cid=3963 |