Game Physics - Experimentation
Since working through the Game Physics in One Weekend series, I’ve continued with a few experiments:
- Improving stability allowing stacked cube configurations that correctly rest
- Compound objects that are made up of multiple collision primitives
- Building on compound objects, I made a custom collision mesh for my spaceship model and load the parts of it into collision primitives which become a compound object
- Taking a different approach, I generate bounding volumes from the astronaut model’s joints and connect them to construct a ragdoll
- Putting together primitives and movers into level geometry, and using a capsule shape to represent a player model to navigate the level
There is lots of polish that can be added, but it’s great to have these building blocks at least somewhat in place so they can be brought into my Kobold game engine.