Rigid body physics integration
The point-stick-triangle physics described in the previous post is very good for quickly defining articulated bodies, but it is not appropriate for simulating large numbers of colliding rigid bodies. I am experimenting with different methods to handle these cases: here is a screenshot of a standard box collision test using ODE (Open Dynamics Engine) integration. We can use our old system for special physics like characters and plants, and ODE for large numbers of simpler objects.

March 26th, 2008 at 5:20 am
Very nice! Many objects and the movement is looking nice.
March 26th, 2008 at 2:13 pm
Brilliant!
Can’t wait! *head exploding with awesomeness*