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Mark Slater

Member Since 19 Aug 2010
Offline Last Active Nov 03 2012 08:06 AM

Posts I've Made

In Topic: Force/Torque & Vector Fields

13 October 2012 - 06:15 AM

That's the conclusion I was coming to. It's unfortunate as I have already created some interesting effects using the brute force method and representing a mesh as a sphere tree (with each sphere acting as a constrained particle). If you'd like to see what I mean, I'll be releasing a tutorial on our vector calculus scripting language at the end of next month which includes this demo.

Anyway, given the size of our scenes, I guess the main game objects are stuck with central forces and specific, optimized handlers for non-central forces for now. If anyone has any other ideas I'd welcome them.