Pyritie
16-02-2010 11:25:31
Alrighty so first off I'm using MogreNewt but I figure I should post in here since it's not a language-specific question I have.
Basically my game uses uses this physics engine but I'm using it for 2D-style physics. So I've used the Custon2DJoint or whatever to keep all of the bodies on one plane. However this also stops them from rotating along all three axes, which I don't want. What I've done instead is have a plane-aligned "invisible" (i.e. no entity) body attached to another body (and its corresponding SceneNode has the model entity attached) using a UniversalJoint.
Here is my question:
Which is more efficient?
- Do what I'm doing at the moment
- Have two invisible planes directly "in front of" and "behind" the bodies so they don't move much on that axis
- Write my own CustomJoint (looks pretty daunting D: )
- Something else?
Basically my game uses uses this physics engine but I'm using it for 2D-style physics. So I've used the Custon2DJoint or whatever to keep all of the bodies on one plane. However this also stops them from rotating along all three axes, which I don't want. What I've done instead is have a plane-aligned "invisible" (i.e. no entity) body attached to another body (and its corresponding SceneNode has the model entity attached) using a UniversalJoint.
Here is my question:
Which is more efficient?
- Do what I'm doing at the moment
- Have two invisible planes directly "in front of" and "behind" the bodies so they don't move much on that axis
- Write my own CustomJoint (looks pretty daunting D: )
- Something else?