Hi,
I am missing some pretty useful bullet physic commands in AGK. Would be great if I would find some of them in one of the future releases
•
Applying force and torque to objects, instead of setting a velocity (much nicer collisions)
ApplyObject3DPhysicsForce(obj, ax#, ay#, az#, force#)
ApplyObject3DPhysicsTorque(obj, ax#, ay#, az#, force#)
• Check if an object is
currently sleeping
GetObject3DPhysicsSleeping(obj)
• Ok, it's not the physics engine, but I missed them too: I can set different shaders for different meshes, but shader-uniforms I can only set for the entire object, so setting
shader-uniforms for single meshes of an object would be cool:
SetObjectMeshShaderConstantByName ( objID, szName, value1, value2, value3, value4 )
SetObjectMeshShaderConstantArrayByName ( objID, szName, arrayIndex, value1, value2, value3, value4 )
Thanks for your time, apart of that, I am very very pleased with the simple use of your bullet-integration!