I think it’s a great idea to have proper support for 2d in JOODE. All my work on phys2d is under the phys2d license as well so you can copy whatever you need. However, isn’t there something to be said for a small 2d collision detection library as well? I mean, suppose JOODE has all the functionality for 2d that phys2d has at some point, would there still be a reason to maintain phys2d?
I was also wondering whether there is/will be a lot of shared code in the 2d and 3d stuff of JOODE, other than general math (vectors/matrices) and containers (hashmaps/lists). If there is not that much overlap, wouldn’t it be good to have two separate libraries?
Then a small update on my progress. I’ve made significant progress for the convex polygon collisions. It seems to be working completely (also with lines, circles and boxes), but I have not thoroughly tested it yet and some optimizations remain. As I said before the methods I employ should work for non-convex polygons just as well (a little less efficiently though). I’ll give that a try tomorrow or tonight.
I’m also in the process of allowing lines to be moving colliders, but haven’t quite finished that. Unfortunately it means I will have to dive into the old code which is, imho, ugly and unreadable (not just because it’s not my code).