Customizing physics for particle systems


27-06-2006 14:54:29

I have noticed the possibility of defining plugins for Affectors, which can be used to provide custom behaviours for particles in a particle system. What I would like to know is how flexible is this mechanism:

- Can I implement Affector plugins in C#?
- Does affector plugins allow to control initialization, updating and destruction of particles? For complex particle physics I would need to create objects in a physics engine, which have to exist in deep parallelism with the visual entities in Ogre.
- Has anyone done something like this using ODE or other physics engine?

What I'm really looking for is a way to both integrate physics in Ogre while at the same time reusing already implemented features of the system.

Thanks for the help.