Physics Models | |
December 20th, 2007 | |
Spencer Nielsen |
So I have been thinking about what level of physics model I want to implement in Razor. Specifically I have been doing a lot of thinking about collision detection. There are a lot of different ways of doing things with their own strengths and drawbacks. I have initially made the decision of going for more precision and complexity versus speed and ease of computation. I have been spending a lot of time at Wolfram Mathworld trying to remember all the stuff I learned in college.
In preparation for the impending physics tests I have added optional bounding box drawing to all the Actor objects:
I looked around and didn’t immediately see any optimized math libraries that calculate determinants on the mac. If anybody knows of one please let me know. I did find this thread which had some helpful ways of doing it manually.