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It's physics, Jim, but not as me know it

It's physics, Jim, but not as me know it

ViLiO
Captaiz Z · · 1 min read
2,243 5
I said last time I was working on something a bit cool, and here it is [grin]

XNA Managed Physics Library Initial Test 01XNA Managed Physics Library Initial Test 02XNA Managed Physics Library Initial Test 03
XNA Managed Physics Library Initial Test 04XNA Managed Physics Library Initial Test 05XNA Managed Physics Library Initial Test 06

About a month ago, Tokamak went open source. I had commented in the GDNet news post how nice it would be if somebody ported it so it was completely managed. Well, I decided to be that somebody [wink]

The library is 100% Managed Code and tied quite tightly to the XNA Framework (for all the various Vector structures etc.) so it should run on Xbox 360 with absolutely no problems. I'm sure I'll find out if that is the case if/when I get myself creator's club subscription [smile]

When porting I actually made a massive amount of progress in a matter of days, but, for what seems like forever now, I have been removing the bugs I introduced in that initial coding burst [sad]

The last major bug was causing bodies to sink into each other, but not all the time. And, due to floating point precision, tracing the bug by running identical scenes in native and managed was proving difficult. Long story cut short, I found the problem and now it runs great [cool]

So far all I have put in are boxes (static and dynamic) but I should be able to put in the various other rigid body types that Tokamak supports within, literally, a few minutes if I wanted [wink]

Support for Heightmaps and Joints may be a bit trickier but it is on my todo list for the near future.

Nearly forgot, I also put up a
">video on YouTube
(cause stills don't do it justice) [wink]

All the best,
ViLiO

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