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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