Sparky does not do physics does it? Collision is not so much the issue but the response is.
I downloaded the 2.8.1 SDK, I am running into issues but I do not believe its so much related to that. The problem I am having is getting caused by Microsoft not leaving well enough alone and their exception handler in the older runtime libraries does not match up with current day only because they removed a single reference in exception::exception(char* const &); . I tried rewriting the header file and re-implementing the function myself but it does not recompile the runtime lib so that is a no go.
The main issue is because I am using the DarkGDK version compiled for new VC while these various physics libraries, Darkphysics, Dynamix, Fulcrum, ALL are using the older function definitions and the obj files are looking for that exception method and can not find it.
I do not forsee any way to fix this without recompiling the source for the physics libraries
To be honest.... I have wasted much time, I could have written simple collision response physics in the time I have spent attempting to get one of these working... It all stems from that old exception handler and its frustrating as hell... thats life I guess.
Sphere sphere = new Sphere(0.5f);
InsanelyRedundantJava insanelyredundantjava = new InsanelyRedundantJava(Redundancy1, Redundancy2);