Physics Abstraction

Posted by SeaEagle1 on 13 June 2008 | 0 Comments

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It's been a while since the last post. In the mood of the season I've started a little spring cleaning of the IGE api recently. Using FxCop and Resharper I've been refactoring the code and api to adhere to .NET framework coding guidelines. While doing so, I'm also simplifying some constructions in order to make it easier to use them. A mayor change is that I'm going to remove the physics engine abstraction that I started on. With PhysX as our new main physics engine, there is a very extensive physics api and completely abstracting it would be a hell of job. Since most developers will probably choose a single physics engine anyway, I'll try to speed up development a bit, by reducing the physics driver to a kind of integration module, only bridging stuff like position and velocity between the physics engine and the IGE scene. This means that applications will have to choose a single physics engine and take care of setting it up and providing the right parameters. I think this will only be a minor issue, since the only real change is that we loose the ability to change physics engine and some api consistency, but it will bring IGE a lot closer to a releaseable state.


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