In Particle Engine, Anchored Spring, Spring and specific version of Anchored spring to connect camera and marble is used. Furthermore, damping or friction and gravity is also used for both spring-ends. And particle fireworks is used when you finish your game. So there's also an additional force generator usage for Fireworks here.Marble is able to collect each Bonus because of my Particle Engine's Collision detection system.
For rigid body dynamics, AABB collision and QuadTreeSpace is used. All models are imported to Panda3D and used in engine as TriMesh geometry and Sphere body. To load models to physics engine, for position and orientation, Quaternion values of loaded model is used. For rigid body collision, collision bits are also used to define which object can collide with which object. For rigid body dynamics after I realized my own Rigid Body physics and Panda are not interoperable, I used integrated Open Dynamics Engine.
On beagleboard version of Marble's Hell, panda's collision system is being used for only collision between rigid bodies, all other actions are done by using both my particle engine's math functions and other functions.
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