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23rd May 2015, 12:06 PM
#11
Those collision models make sense. That's the same technique I'm using in my AG physics engine (programmed in C, no 3rd party physics libraries).
I was thinking about importing WO1 models into it, when I get the basic physics stuff done, like detecting the ship's height above the track's surface, which I'm working on right now.
I would advise you to use unity too. It takes a huge load of programming mesh collision detection and other physics stuff, unless of course, you use a physics library, like Bullet Physics.
Last edited by Xpand; 23rd May 2015 at 02:14 PM.
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