As a programmer, but also for the love of the game, and more leisure to write a program associated with the game. Suddenly a thought one day their ancestors have said, to do a benefit to the people. Decided to write some reusable, do not be cited to give something scbeasy (as a research staff, always referenced there is a knot). The idea to write a physics scbeasy engine was born. What? Why is the physics engine. As a graphics researcher scbeasy (pseudo), write to the graphics engine is already not interested. In order to enhance their ability to determine scbeasy in practice, learning, writing a physics engine. One time, capacity, are also limited, can not write what Big World, called the Small World. In my view, this program is the cannon fodder of the material, but the game can do for the cause of the rise of my heavenly when the cannon fodder is not a bad thing. I hope I can be as humble as a little of the future of the majority of ACG programmers and enthusiasts have a little bit of help.
For game development, probably somewhat covered are aware of several existing, or that several of the more popular physics engine: Havok, Physx, Bullet, ODE, Newton. . . (In fact, I originally wanted to call this Newton's physics engine, because I found that I could achieve nothing more than part of Newton's classical mechanics, but unfortunately already have.) Most of these engines are open source, scbeasy and many are free. I used it ODE, Havok seen some related articles. Thought to want to want to write a not complicated, portability, based on C ++ language, to achieve scbeasy the following scbeasy functions physics engine.
ScriptEdit including Script and so on.
SmallWorld * swCreateWorld (SWID wid); // create ID is wid the physical world void swInitWorld (SWID wid, WorldConfig config); // initialize the physical world SmallWorld * swGetWorld scbeasy (SWID wid) through the config file; // get the ID of wid physical world Entity * swGetEntity (SWID wid, SWID oid); // get the ID of the physical world wid ID for oid individual void swRegisteEntity (SWID wid, Entity * obj); // add to the ID of the physical world wid Individual void swUpdateWorld (SWID wid); // update ID for wid the physical world, namely to promote the physical world simulation void swDestroyWorld (SWID wid); // ID for the destruction of the physical scbeasy world wid void swDestroyAllWorld (); // destroy all physical world
typedef std :: map <SWID, SmallWorld *> SmallWorlds; static SmallWorlds szSmallWorlds; SmallWorld * swd :: swCreateWorld (SWID wid) {if (szSmallWorlds [wid] == NULL) szSmallWorlds [wid] = new SmallWorld (wid); return szSmallWorlds [wid];} void swd :: swDestroyWorld (SWID wid) {delete szSmallWorlds [wid]; szSmallWorlds [wid] = NULL;} void swd :: swDestroyAllWorld () {SmallWorlds :: iterator itr = szSmallWorlds.begin scbeasy (); for (; itr = szSmallWorlds.end ();! itr ++) {delete itr-> second;} szSmallWorlds.clear ();}
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