kraj0t
29-01-2010 08:26:54
I need to calculate convex casts for handling collisions of my game's character controller.
I know this funcionality exists in Newton, because you can see it in Newton's Tutorial 04.
In the mentioned tutorial, this is the line that does the convex cast:
Has this functionality been lost when wrapping to MogreNewt? I thought this would be a major feature, that everyone would need. Well, I guess I was wrong
I know this funcionality exists in Newton, because you can see it in Newton's Tutorial 04.
In the mentioned tutorial, this is the line that does the convex cast:
NewtonWorldConvexCast (world, &matrix[0][0], &p[0], collision, ¶m, body, ConvexCastCallback, info, 16, 0);
Has this functionality been lost when wrapping to MogreNewt? I thought this would be a major feature, that everyone would need. Well, I guess I was wrong