Model vs box collision

Nov 29, 2007 at 3:13 PM
i was wondering if your physics engine could be used for "box vs model" collision. I can see that i containes a lot of fine collision classes (like CollDetectBoxHeightmap.cs), but i have had no luck finding a box vs model collision class :(. The physics look very nice, but i only need the collision stuff for my game, so could you please explain how to use your engine for box vs model collision (if it is possible).

Thanks and keep up the very nice work :)
Dec 1, 2007 at 9:54 AM
The current version is not even alpha. Raxxla is currently porting some classes for static mesh collision detection. They were also part of the orginal JigLib. So in the near future you will be able to have static mesh collision (you have to pass some triangles to the engine). (for example you could have a real map - a house or something simialar - colliding with other primitives)

It is planned to add dynamic convex models after the engine is in beta status.

Of course you are allowed to write a class for convex primitives yourself and upload it here :)