So I return with another update about the LoDGameFramework. I know I said I’d have the physics part done by now, but it isn’t… sorrz. It’s really close though. And that’s what I’m here to show an example of. Above is an example of a collision detector using Separating Axis Theorem, along with a resolution algorithm devised from the same algorithm used in FOAM (credit given in source). To show the point you can easily swap in and out different algorithms. There are 3 other algorithms for collision resolution and 2 other for collision detection.
Furthermore, though you can’t visually tell, the collision meshes used for all the objects vary here. The red shapes use my IGeometricShape interface describing circles, ellipses, and polygons. Where as the black blocks are described by regular Rectangle objects in flash. You can mix and match all of these collision meshes at the same time. I still want to get the Bitmap ones running, but I have some other work to do as well.
If you want to play with this example below, just click it with your mouse and 10 new geometric shapes are generated and set to collide against each other.
You can still download the library in its current pre-alpha state in the link bar. Or here!