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Re: What do you mean by "1 object" support
[Re: tuxracer]
#44535
04/17/05 08:00
04/17/05 08:00
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Joined: Jul 2003
Posts: 1,300 Albury, Australia
James_Burke
Serious User
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Serious User
Joined: Jul 2003
Posts: 1,300
Albury, Australia
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Quote:
But isnn't that restrictive ? Anyway this is only if you use 3dgs's physics engine. Is there any such restricion if you use Newton ?
There is no limit on Newton. Newton is a 3rd party plugin and thus, has nothing to do with A6's physics engine. This is not a restrictive thing (1 physcis object). You can have multiple objects with physcis, but only one can be active at any time. So you could have a door that uses physics, and a barrel that also uses them. When the player is close to the door, the door's physics are enabled. When the player is further away from the door, its physics are turned off. When the player gets close to the barrel, the barrel's physics are turned on and then when the player is out of sight, the physics are turned off.
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Re: What do you mean by "1 object" support
[Re: James_Burke]
#44536
04/18/05 12:04
04/18/05 12:04
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Joined: Jan 2005
Posts: 282 The Netherlands
Sjoerd
Member
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Member
Joined: Jan 2005
Posts: 282
The Netherlands
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Isn't it weird that there is a restriction on the number of physics objects? 3dgs is using the ODE physics engine ( link ). That is an open source physics engine, you could use it for free. So why is there the restriction on the number of physics objects? Is it posible to integrate the ODE engine in 3dgs commercial so you can use more physic objects? Grtz, Sjoerd
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Re: What do you mean by "1 object" support
[Re: Sjoerd]
#44538
04/18/05 19:55
04/18/05 19:55
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Joined: Sep 2003
Posts: 3,236 San Diego, CA
Marco_Grubert
Expert
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Expert
Joined: Sep 2003
Posts: 3,236
San Diego, CA
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Quote:
Is it posible to integrate the ODE engine in 3dgs commercial so you can use more physic objects?
Yes, using the SDK that could be done.
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