Yes this app was made using Tier2 C++ AGK. When I added Bullet Physics to AppGameKit for the game creators
I added the Bullet Physics debug mode to AGK. This will draw a wireframe for all the collision shapes
and joints. The problem was that Paul had not setup AppGameKit to draw wireframe so it could not show the debug mode.
You can see what the wireframe debug mode looks like by looking at one of my Bullet physics videos for DBPro.
The code is there in AppGameKit for debug mode Paul just needs to enable wireframe. In the app above I needed to visualize the
collision shapes so I get the collision shape data and create AppGameKit objects to represent them. I just hide them when not needed.
The Bullet collision shape is actually a point cloud that needs to be converted to triangles to be able to create objects from it.
Since in Tier2 I have full access this is relatively easy to do. Also this app is using a modified version of the Bullet physics code
to allow for the center of mass to be offset from the objects center. AppGameKit currently only allows the center of mass to be the center
of the object as set by your modeling program. It is possible in AppGameKit tier1 to calculate the volume of a convex hull and calculate the center of mass
and then move all the vertices of the object so they are centered about the calculated center of mass but would not be practical in Tier1.
If you look at my other videos of the Fracture physics this is exactly what I do when I create the new fractured pieces.
Most modeling programs will calculate center of mass and center the object before export. I am pretty sure Blender and Fragmotion can.
The coffee is lovely dark and deep,and I have code to write before I sleep.