Hi I have not read the whole topic but i have a remark about the rope problem. The problem was setting constraint between object with very different mass. In bullet, with soft body, you can make a whole rope with only one object and not a lot of light object.
Fred ----- Message d'origine ----- > Hi, > > Le 22.12.2009 11:08, Florian Köberle a écrit : > > Hello > > > > yeKcim wrote: > > > > > I suggest to release as soon as possible trunk as 0.8.6. after that we > > > apply all your bullet patchs in trunk and start to work on this 0.9 > > > alpha release. We don't have to release more and more new wormux with > > > the old physics engine. It's bullet time! > > > > > > > > I personally would like to keep trunk free of bullet work until we are > > sure that bullet isn't a dead end. > > > > I agree with Florian. Anyway, the things to avoid is to have a big > unsync between bullet branch and trunk. Rebasing very often should avoid > that. > > > Especially I would like to have a proof that grapple can be implemented > > in bullet. I know that the bullet demo collection contain rope demos. > > What's missing are demos that show that the length of the rope can be > > modified so that the object connected with the rope moves up or > > downwards. Also the question is if it works in 2D as the demos are 3D. > > Another question is if the rope will be able to collide with such a huge > > ground object we have in our game at a reasonable performance. > > > > As far as I remember, one of the biggest problem that fredb219 faced of, > is the possibility to put a quite heavy object (the character) at the > end of the rope... > > Regards, > > Matt (gentildemon) > > > _______________________________________________ > Wormux-dev mailing list > Wormux-dev@gna.org > https://mail.gna.org/listinfo/wormux-dev _______________________________________________ Wormux-dev mailing list Wormux-dev@gna.org https://mail.gna.org/listinfo/wormux-dev