Friday, September 28, 2012

Physics Engine

For our 3D game, we decided it would be prudent to search for an existing XNA physics engine to use for our game.  It would save a lot of time to be able to use it to handle all of our collision detection.  Looking around, I've found a few that seem to fit the bill.  I first looked at Jitter which an utter mess to look at its documentation.  Second, I tried JigLibX which was much more user friendly.

When tinkering around with JigLib, I found it rather easily to program in collision detection using their methods, and it seemed to work fairly smoothly.  Unfortunately, we ran into some serious problems a week later.  It seemed like porting it to the XBOX caused some irrevocable problems (i.e. it crashed).  We had to scrap it, and Blake looked for another engine while I worked on other things.

Fortunately, he found the BEPU physics engine which is what we are currently using.  The documentation is a little convoluted, but it seems to be working.  The only thing we have to figure out soon is how to properly handle collision detection between two specific objects (say a player and shuriken).  Hopefully we will figure it out soon and continue forward.

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