Ishq wrote:That's not an engine. It is an abstraction layer.
yeah i new that but what do you think about it
Ishq wrote:That's not an engine. It is an abstraction layer.
yeah i new that but what do you think about it
I'm unsure of the usefulness of swapping physics engines. We want a consistent physics experience throughout. Furthermore, I think using Bullet directly would bring better performance.
Bump
Any progress on this since it was on the plan for 2013?
Alternatively, the Cube2 engine has a much simplified ragdolls only code that works with .iqm models and might be portable.
Edit: somehow related or back-portable?: https://youtu.be/WtSAx1aqc3g
Maybe. Ultimately, physics is mainly a "cool" feature. There don't seem to be many practical uses for it. Efforts to integrate bullet have been put on hold as we focus on polishing the engine and start moving to make gameplay more engaging. If we think of a physics use that will make gameplay more fun (and in a way that works over the network), we can consider revisiting the issue.
poVoq wrote:the Cube2 engine has a much simplified ragdolls only code that works with .iqm models and might be portable.
This sounds nice though.
Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction
Also Alien Arena uses the IQM format. I know the Tremoulos community had some issues with that game, but you are not them. :)
We already use the iqm format but the biggest challenge in doing ragdolls would be to integrate it with our physics system. We've had plans to port it to bullet but none of the efforts have succeeded so for. If you want to take a look at the code it is on the bullet branch (and extremely outdated)