More progress integrating Castle Game Engine with Kraft Physics Engine!
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New physics classes (TRigidBody, TCollider and descendants) are now part of the Castle Game Engine core.
To use this yourself, see the T3DTransform.RigidBody property, and the TRigidBody and TCollider descendants documentation.
The example code on https://github.com/castle-engine/castle-engine/tree/master/examples/physics/physics_3d_demo should also help 🙂
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We have mesh collider, to perform collisions with a scene mesh.
The mesh collider was beautifully trivial to implement. I honestly didn’t expect it to be so easy to code. Lots of kudos go to Benjamin ‘BeRo’ Rosseaux for creating the wonderful Kraft Physics Engine!
This was implemented thanks to the supporters of Castle Game Engine on Patreon. If you like what I do, please support Castle Game Engine on Patreon!