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Fully managed physic engine
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Hi, this are some screenshots of a physic engine for .NET Iam working at for some month now - called 'Jitter'. It's my first attempt to make a physic engine (JigLibX was my first engine, but it's just a port of a c++ engine).
It uses accumulated... |
Posted April 8, 2010 11:46:06 PM
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Some recent replies made on our forums |
Jitter Physics is completely free now
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Okay, it does not run on the IPod ;) IPhone is correct. |
Posted December 9, 2010 4:47:30 AM
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Fully managed physic engine
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> I always reckoned that I'd learnt so much from freely available source code/information that, unless it was going to directly turn into a significant income*, it would be rather ungracious to charge other people for the same kind of things that... |
Posted April 12, 2010 6:18:33 AM
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Fully managed physic engine
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Hi MrRowl. Thank you!
> Surely I shouldn't need to install XNA stuff etc just to run some demos?
... You need them :) But just the "xna redistributable 3.1" (7mb). |
Posted April 12, 2010 6:13:29 AM
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Fully managed physic engine
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Thx. It is about 100% faster than JigLibX but also much more stable when stacking objects. It supports more default shapes (example: cone, cylinder) and it's code is just nice :P
What is missing at the moment is vehicle and terrain support. |
Posted April 11, 2010 3:43:16 PM
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Fully managed physic engine
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first release: www.jitter-physics.com |
Posted April 10, 2010 2:32:22 PM
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Fully managed physic engine
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I optimized it to the max in the time critical parts of the code. It should run quite fast on the XBox too. mhh... time to buy one.
API will be released in about a month or so. |
Posted April 10, 2010 6:13:10 AM
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Fully managed physic engine
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- Ragdolls (i thing those could be created trough constraints)?
they can be created using constraints, yes.
- Primitives, which does it support?
at the moment: sphere, box, cone, capsule, cylinder, compound (several primitives in one),... |
Posted April 9, 2010 6:49:08 AM
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