That ver. was just a test to see if I could do mesh deformation in DBPro... Because I'm coding this engine to be a DLL, I had to remake it in dbpro for the test.... It seems to work alright so I'm incorporating the deformation routines to be external and support multiple formats (.b3d for example)
...since the mesh deformation isn't complete, the new version *looks* worse...that's why I posted the old one
So to answer yer question...
The new version has a smoother cloth effect... TONS of quality options... Ropes... It'll be a while before it's ready for release... I anticipate the final version to be faster, support Ragdoll Physics... Cubes... Spheres... Cylindars... Custom Objects

I'm building this engine to be as simple to use as possible... So I'm open to suggestions...
Simple app (pseudo code)
PhysObj=CreateRope(Length,Segments,Elasticity,Quality)
Texture Object PhysObj.ObjectID,Whatever
Do
UpdateMesh(PhysObj)
Sync
Loop
And I almost forgot... It will have a very simple collision interface... It will allow you to use ANY collision routines you want... When you detect a collision, you simply call the physics collision function w/ whatever info you have... normals are nice but not necesarry... It'll be tested with the NuclearGlory collision dll v2.0
One thing I NEED HELP WITH... Does anybody know how to get the Euler angles from a vector(or 2 or 3)... I have no problem finding vectors that are perpendicular and aligned to the objects' own axis... Just no clue on the conversion to Euler angles or Quaternians