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:
- 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.