»doc flabby Posted April 30, 2009 Report Posted April 30, 2009 (edited) Bit of an update for ya'll Having realised i'm totally useless at physics and failing to fix the problems with the collsion detection http://www.ssforum.net/index.php?showtopic=22855 i was writing and suffering from other problems, I've decided to bit the bullet and use a physics engine, i choose ODE as it has c# bindings already, so far i've been impressed with how easily it has integrated into subspace2. It made me wonder why i bothered trying to do this stuff myself before -_- website www.ode.orgI'm using the Tao Library of ode. the real test will be how well it performs at collision detection however Remote ships as well as radar+map are working now, once i have collision detection sorted, it should be relatively straightforward to finish enough of the basic game to make it playable, and then i can start on the fun stuff (finally) Edited April 30, 2009 by doc flabby Quote
»doc flabby Posted May 1, 2009 Author Report Posted May 1, 2009 Just a reminder for myself Nice example of using ODE with collisions with static information (as i was havuing trouble getting them to work as i was creating a needless number of bodys, when i only needed geoms) http://subspace2.net/TaoOdeExample.zip Quote
»doc flabby Posted May 18, 2009 Author Report Posted May 18, 2009 Come to realise ODE is not really suited to tile-based levels...however for levels where we do not use tiles it could be quite useful Quote
»D1st0rt Posted May 18, 2009 Report Posted May 18, 2009 Every time you say ODE I think you are talking about Ordinary Differential Equations Quote
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