On 2/11/07, Ken Taylor <[EMAIL PROTECTED]> wrote: > > > if your physics - say bouncing boxes like my example - is performed in > > it's own local coordinate space then it could be made consistent every > > time - but I can't see how you would combine the rendering of this in > > realtime with the rendering of the scene > > I don't see why transforming from "physics simulation space" to world space > for the purpose of rendering the frame is any more difficult than > transforming from, say, a model's local coordinate system to world space.
if it's not part of the scene when u simulate the physics then when you add the objects of the physics sim into the scene (assuming you have a way to do this over a series of frames) you could have all sorts of unrealistic things like objects passing thru others, objects not occluding when they should, no shadows etc. chris > > Ken > > > _______________________________________________ > vos-d mailing list > vos-d@interreality.org > http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d > _______________________________________________ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d