Jump to content
  • Advertisement
  • entries
  • comments
  • views

Physics and stuff

Sign in to follow this  
Mike Bossy


So I've been slowly working away at getting ODE integrated into my engine to replace my own lacking physics functionality. Getting it plugged in was fairly painless. Amazingly I didn't have to rip any of my engine apart to make the switch. I guess I did a good job of separating my functionality aftr all. :)

So far I have all the basic functionality integrated into my renderable objects and created a new object to encapsulate a plane since I didn't have anything like that before. I also have basic collision detection working between objects. The next step is getting joints hooked up right and then I should be able to throw a quick sample together of a textured quad bouncing around the screen. After that I'm going to check out the asteroid dodge sample that I have for my engine and see if there's any cool new twists I can add with this more robust physics engine. Maybe have asteroids colliding off each other and spinning away.

All and all so far ODE has been a beaut. Easy to get in and also really straight forward on how to use it. I highly suggest it for anyone looking for a basic physics engine.
Sign in to follow this  


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!