General Comments
Posted: Sun Jan 11, 2009 8:02 am
After using Bepu Physics for a couple days, overall I am pretty happy with the feature set of the library. Here are some general issues I've run across. Whether they are valid suggestions or just user-error on my part, I don't know for sure
1). Entities need to be added to a space before entity.addEventHook can be called. It would be nice to be able to add events to an entity at any time... And then they will become active when the entity is added to a space.
2). Entity.removeEventHooks() would be nice (i.e. a function to remove all associated events).
3). It's a bit strange and sometimes frustrating that static objects (StaticTriangleMesh) and dynamic objects (Box, Sphere, etc) have nothing in common. One would think that fundamentally they share a common base class somewhere along the line. For example, JigLibX derives its collision objects (static meshes, capsule, boxes, etc) from a Primitive base class.
4). Documentation for isDetector says that if isDetector == true, the entity won't undergo velocity solving. However, these detector object still seem to be affected by gravity. I have to set isAffectedByGravity = false. This is possibly just a documentation issue.
Keep up the good work
1). Entities need to be added to a space before entity.addEventHook can be called. It would be nice to be able to add events to an entity at any time... And then they will become active when the entity is added to a space.
2). Entity.removeEventHooks() would be nice (i.e. a function to remove all associated events).
3). It's a bit strange and sometimes frustrating that static objects (StaticTriangleMesh) and dynamic objects (Box, Sphere, etc) have nothing in common. One would think that fundamentally they share a common base class somewhere along the line. For example, JigLibX derives its collision objects (static meshes, capsule, boxes, etc) from a Primitive base class.
4). Documentation for isDetector says that if isDetector == true, the entity won't undergo velocity solving. However, these detector object still seem to be affected by gravity. I have to set isAffectedByGravity = false. This is possibly just a documentation issue.
Keep up the good work