My pokemans, let me show you them

Progress has been good and I’m again at a stage where I am happy to show what I’ve been up to :)

XNA Managed Physics Heightmaps 01XNA Managed Physics Heightmaps 02XNA Managed Physics Heightmaps 03

So far I’ve implemented boxes, spheres, capsules and heightmaps. Multi-body actors and convex shapes are kind of done but not finished or tested. You may of course be thinking “Since when were you going to do capsules? Where are the cylinders!” and you would be right to think that :)
It appears that although Tokamak supports cylinders by name, they aren’t really cylinders. I’d really love to have proper cylinders in there at some stage, but that will have to wait until this managed version is at least near as feature complete as the original Tokamak. Also, joints are next on my list and they look pretty complicated, so there may not be any updates for a while ;)

Another thing I’ve been thinking about is the name. I have a fair few ideas myself about what to call this library but I reckon it will be fun to see what other people think it should be called ;) Personally I’d like it to have a really really silly name, something that makes me laugh when others have to say it when asking questions about the library :D
So, if you have any ideas, I’d be happy to hear them ;)

As usual, I’ve uploaded another video on YouTube here. It is hardly a directorial masterpiece, but it at least shows off what the library can now do.

I’ll probably add a project page for this later on today, put some more info about what is done, what isn’t done and what I’d like to add myself. :)


It’s physics, Jim, but not as me know it

I said last time I was working on something a bit cool, and here it is :D

XNA Managed Physics Library Initial Test 01XNA Managed Physics Library Initial Test 02XNA Managed Physics Library Initial Test 03
XNA Managed Physics Library Initial Test 04XNA Managed Physics Library Initial Test 05XNA Managed Physics Library Initial Test 06

About a month ago, Tokamak went open source. I had commented in the GDNet news post how nice it would be if somebody ported it so it was completely managed. Well, I decided to be that somebody ;)

The library is 100% Managed Code and tied quite tightly to the XNA Framework (for all the various Vector structures etc.) so it should run on Xbox 360 with absolutely no problems. I’m sure I’ll find out if that is the case if/when I get myself creator’s club subscription :)

When porting I actually made a massive amount of progress in a matter of days, but, for what seems like forever now, I have been removing the bugs I introduced in that initial coding burst :(

The last major bug was causing bodies to sink into each other, but not all the time. And, due to floating point precision, tracing the bug by running identical scenes in native and managed was proving difficult. Long story cut short, I found the problem and now it runs great 8)

So far all I have put in are boxes (static and dynamic) but I should be able to put in the various other rigid body types that Tokamak supports within, literally, a few minutes if I wanted ;)

Support for Heightmaps and Joints may be a bit trickier but it is on my todo list for the near future.

Nearly forgot, I also put up a video on YouTube (cause stills don’t do it justice) ;)

All the best,