> Short question: would it be complicated to simulate a dice roll in RB3D? I
> need (pseudo-)random results for a little game, so I'm evaluation how hard
> this would be to do...
I had the same notion for one of my projects. The book "Physics for Game
Developers" has a simple rigid-body simulator that is basically two cubes
and a car. If you leave out the car, it seems to have about 10 screens of C
code.
But then he says "of course you'll want to use the improved integration and
collision check methods mentioned in chapter 12". More code...so I've left
it for when I have something more than dice rolls to apply it to. Though
dice rolls would be a nice demo project...
lj
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