Changes between Version 1 and Version 2 of ~archive/PhysicsEngine
- Timestamp:
- Nov 28, 2007, 12:17:13 AM (17 years ago)
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~archive/PhysicsEngine
v1 v2 1 = PhysicsEngine = 2 {{{ 3 #!html 4 <div style="border:1px outset #8c5b00;padding: 0.5em 1em 0.5em 1em;background: #ffe17b;-moz-border-radius:10px"><table style="width:100%"><tr><td align="left"> 5 }}} 6 [[Image(icons:archive.png, 50)]] 7 {{{ 8 #!html 9 </td><td align="center"><b>This is an archived page!</b><br/>This page is very old and the content is not up to date.<br/>Not everything (if any) which is written here will be in the final game!</td><td align="right"> 10 }}} 11 [[Image(icons:archive.png, 50)]] 12 {{{ 13 #!html 14 </td></tr></table></div> 15 }}} 16 The PhysicsEngine is the core of orxonox's Physically based animations. 1 = !PhysicsEngine = 2 [[ArchivePage]] 3 4 The !PhysicsEngine is the core of orxonox's Physically based animations. 17 5 It is like all other modules self sustainded, and one can easily add numerous objects to it 18 6 … … 24 12 { ..... }; 25 13 }}} 26 and it is handled by the PhysicsEngine.14 and it is handled by the !PhysicsEngine. 27 15 * __CollisionDetection__ (still in development) 28 with this module one can easily make any PhysicsInterface collide with any otherPhysicsInterface16 with this module one can easily make any !PhysicsInterface collide with any other !PhysicsInterface 29 17 * __Fields__: 30 Fields operate on PhysicsInterface's, and as such are the generating forces that generate Physical Interactions.31 They can be coppled with any PhysicsInterface through thePhysicsConnection class18 Fields operate on !PhysicsInterface's, and as such are the generating forces that generate Physical Interactions. 19 They can be coppled with any !PhysicsInterface through the !PhysicsConnection class 32 20 {{{ 33 21 Field* field = new Gravity(); 34 22 new PhysicsConnection (coolAnt, field); 35 23 }}} 36 again, this is from this moment on handled by the PhysicsEngine, and one does not have to care about this connection anymore.24 again, this is from this moment on handled by the !PhysicsEngine, and one does not have to care about this connection anymore.