WOW 3D Physics engine released!

January 22, 2008 – 8:51 pm Tags: , , , , , , , , , ,

Jerome Birembaut released his long awaited 3d physics engine, properly named “WOW”. Wow uses the Sandy 3d library to do the mathematical calculations for the objects, and I must say it runs pretty smoothly.

Team Wow up with the flash 3d library of your choice(mine is PV3D, of course) to render the visuals, and what else would a flash developer want!

3d physics and 3d rendering == too many possibilities to comprehend.

So, as soon as it was released I got to tying Wow together with PV3d, and here’s the result of my experiments.

I must say the code is put together awesomely, commented very well, and in general very easy to work with!

There’s still some things to get figured out, according to Jerome:

- edges
- quad face surface delimitation.
- Sphere real rotations.
- Forces evenments (based on explosion etc.)

- collisions, (it’s priority on his todolist)

Either way, its a cool engine, easy to implement with PV3D, and I look forward to working more with it!

A note to PV3D’ers-

I’m not quite sure on this, but I think the registration points of spheres in PV3D is offset from the registration point in Wow. So I added the radius of each sphere to their respective x, y, and z positions during render. I think it fixed my problems, but I’m not completely sure. I’d be glad to hear other people’s ideas-

I had to edit the WBoundArea.as in order to perform some rotations on it. You can get the edited file here.

And, as always, the project source.

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