well, right now im still working on tri-tri collision detection… but its not really necessary for some initial demos.
basically right now its just a very nice framework with collision detection and response implemented. what i think is really cool about it is that its very modular and very extendable. like i have an interface SceneGraph that anyone can implement to do any kind of optimizations for culling or collision detection that they want. and all the UI stuff will still work really simply. the intersection/collision tests are not part of the scenegraph but part of the Geometry library and can be called completely separately.
so i still have a ways to go for a full featured physics engine. i need to do friction and resting contact next. and then, if i ever get to it, joints. the end goal is a car physics, which i find really cool.
btw, im sorry, but i really hate the idea of using that java binding for ode. why not license the unreal engine and do a java binding for that?
anyway, what do u think would be a good name for my engine. i recently thought of Absorb, which loosely stands for A Beautiful Simulation of Rigid Bodies, and also just sounds decent. but for now its unamed, and the package is called simply “engine”
Im gonna try to work hard in the near future to get a nice demo of the engine (maybe a couple)… thats really my goal. my dream, really the reason i started looking into building an engine, is car physics.
i probably will stop tri-tri collisions and just do some stuff with boxes and spheres, get some friction and contact going. after that get collision done. then maybe improve my integration techniques. then maybe some particle stuff. somewhere along the way ill get to adding some lighting to the scene graph. then other effects like fog, multi-texturing, shaders, bump-mapping…