ORIGIN ENGINE
I’ve been adding some quality of life changes that make working with this engine a lot easier, which means more abstraction in some cases which is not always the best but whatever. Ive also worked very hard on fixing and improving the physics (even considered porting it to now use Box3D instead of Bullet3, but that will probably happen in the far future, and Bullet3 will be kept as a fallback)
What have i been working on i see you ask?
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Added the
ParentEntityComponent, a very simple work around for the lack of parent-child entities on my engine, this will probably be deprecated sooner or later but its a decent solution instead of doing all the work all at once -
Added
GetRefreshRateto window class, so for example, your game can set the target fps based on this
Changes to physics system (Bullet3)
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Fixed a super hard to find bug where models vertex and physics-engine vertex would have shifter coords and would make the objects act weird on real time, this is such a huge change, it makes physics really good to play with, see the video!!
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Added functions to apply force, impulse and torque to a dynamic rigidbody
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Added the
teleportfunction for kinematic rigidbodies -
Added
getLinearVelocityandgetAngularVelocity -
Added options to freeze rotation on independent axis
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HUGE: allow the engine to support different physics worlds to live in one same game in real time! this needs some work tho, not featured in the video
PD: This is getting super nice but also growing in complexity, once i finish with my game i will surely start improving the overall structure and start thinking about more serious changes, maybe another graphics api????
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