Bringing Physics to Sandy
May 9th, 2009 by Petit :: Contributions, demos, en :: RSS 2.0
We have seen physics in Sandy 3D before, using the WOW physics engine. We also saw some examples of using the jiglibflash engine by muzer. You may not know, that we also have adapter classes ( jiglibflash plugins) for knitting together the brilliant visuals of a Sandy 3D world together with the physics aware objects of jiglib.
This simplifies things a lot, as it helps us create these twin objects – a Shape3D and a RigidBody and add them to the Sandy scene as well as the jiglib physics engine. The engine is an amazing piece of code, capable of creating belivable as well as unbelievable motion. The library is under development, as one might expect, and has so far not much of a documentation.
It has gravity, body mass, collision handling and ways to apply spring constraints between bodies. For a game developer this is gefundenes fressen.
I’ve started to write a tutorial on how to use the jiglibflash physics engine withe Sandy. Go there and get some introductory advice, and start experimenting.
/Petit

Hi Petit! Thanks a lot for the props. We’re working real hard to make JigLibFlash as powerful and user-friendly as possible. Commented documentation is something that is in the pipline, but as you know, the engine is still in it’s infancy stage and we have lots to do still!
CHEERS!
cheers