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Dark Physics & Dark A.I. & Dark Dynamix / Lack of functionality: DarkPhysX

Serge Adjo
Years of Service
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Joined: 3rd Aug 2006
Posted: 4th May 2010 15:17
I was using Sparky Collisions but I got a problem, see post : Then I decided to move to DarkPhysX to achieve Bullet-casting and ray-casting to give the player the ability to shoot but I think that there is a lack of commands in the Dark Physics/Rigid Body/Raycasting section

for example I've tried to check collisions against the level object: it worked, using Raycast BUT when I tried to check collisions against 'enemies' objects, I failed just because I don't have enough commands to determine which group of objects I want check:
even sparkly has many more functionality for collisions checking!

Years of Service
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Joined: 19th May 2008
Location: Nova Prospekt, North Yorks, UK
Posted: 5th May 2010 21:05 Edited at: 5th May 2010 21:09
I used both DarkPhysX and Sparkys. I use DP for physics, collisions etc and Sparkys for raycasting with very little extra resource useage and no real difference in frame rate. Both together works perfectly for me. If you use the parts that work from DP it's good, but some parts aren't so good.

Sparkys, DarkPhysX, Matrix Utilities, EZRotate and my own particle engine makeup my game. You can't rely on DP for everything unfortunatly.

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