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Sunday, February 6th 2000
Structures For Physics
06:02 PM
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The Fountain Of Knowledge has been updated with a response to a question on what structures / techniques are best to use for a given type of physics system. Here's a clip from the question:

" I'm currently working on a 3d game project using OpenGL (and soon, DirectX). I'm currently putting together a realtime physics engine for the dynamic objects in the game, and my question is this: When dealing with character animation, unless I do something like a fully-featured skeletal animation system with bones, etc, how can I correctly have dynamic models with partially static geometry react to the other objects? I should explain what I mean by partially static geometry...I think it would be easiest to store keyframes of animation (prebuilt movement data) along with textures, etc, because it will cut down some calculation time on the models...but the way the basic physics works is that if objects collide, they react and adjust accordingly....that means if my model is a man walking along a flat surface and the "foot" of the model hits a rock, it'll move the entire model and look terribly unrealistic. "

Swing by the Fountain for the rest of the question as well as Tom Hubina's response.
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