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View Code? Open in Web Editor NEW3D Physics engine, written in C++. Written to be easily compatible with Ogre3D and custom graphics libraries
License: MIT License
3D Physics engine, written in C++. Written to be easily compatible with Ogre3D and custom graphics libraries
License: MIT License
For licensing information, see LICENSE.txt ----------------------INDIGO FROST PHYSICS ENGINE---------------------- ---------------------------Kamaron Peterson---------------------------- The Indigo Frost physics engine started out as a "pet project" for me, and when I realized how well everything was coming together, I started serious development on a complete physics engine, which could be used by game developers, be they hobbyist, professional or students. Indigo Frost is licensed under the MIT license. I don't like the GNU license because it limits usage to only other open source projects, and I don't want that. If you want to add features to my engine and sell it commercially, more power to you. Let me know, I'd love to see it. I would take that as the highest of compliments. --------------------------DIRECTORY STRUCTURE-------------------------- /build -Files for building Indigo Frost /docs -Documentation for Indigo Frost /classes -Documentation for each class used /for_dummies -High-level overview of the engine /design -Contains notes about the development of the engine /tutorial * -Outlines usage of the current release version /src -Source code for the Indigo Frost engine /lib -Output directory for building static libraries /samples * -Sample projects that use Indigo Frost * These are only included in release commits of Indigo Frost. --------------------------BUILDING INSTRUCTIONS-------------------------- LINUX: In a terminal, go to the root directory and type "Make" WINDOWS: Go do something. I'm afraid I don't have the files up currently, they will be present in the next commit.
The BVH throws an error on destruction when tested for 25 objects laid out in a 5x5 grid.
Also, on the same test, BVH is not properly generating coarse contacts.
When two objects collide, the resolution results in excessively high rotation.
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