Interesting. But why go with an existing physics engine if you wouldn't want to go with an existing graphics engine? Is a physics engine something that 'ties' into the code base in fewer places maybe?Per wrote:I do not really know, but I suspect the best answer is ... "lots". For advanced physics we better use an existing physics library, and that would require extensive rewriting of code. Not that this wouldn't be a good idea, but I do not think it is exactly on the agenda right now.
If by that you mean what EvilGuru described and was linking to, then awesome work, I had no idea WZ's graphics engine had been upgraded to something so advanced!You mean like https://gna.org/patch/?867?
Do you want me to resend you diffuse and specular textures for the test model then? The specular will be good for the metal parts (essentially, the parts that are not to be painted with a team color).
Okay, I'll do those. Let me know if you want the specular texture too.I am afraid you will need to convert them into triangle models for use with WZM and testing of future improvements. I have code to tessellate non-triangle PIE models but not for other formats, where I suppose it is best to do this in the original 3D modelling program anyway. A mask for testing the team colour idea would be nice, too.