Engine Development - Day 4

Hi. A lot of stuff was added today, so let me break it down.

First, I fixed the texture bug. It's now possible to load and use as many textures as you please! I hate to admit it, but the sole reason the bug existed was a typo. Meh.

Second, I decided it's time to advance beyond a simple mesh viewer, so I implemented a physics engine. Well, actually, I only started implementing it. It's still pretty useless.

At first I wanted to use Nvidia PhysX, but it was too complex for the scope of this project, so I ditched it. I began searching for an alternative, and found JitterPhysics relatively quickly. I actually got it working, but it was really imprecise so it had to go. (Probably my mistake, but documentation is really scarce and I didn't have the patience.)

Finally, I've found BEPUphysics and it actually met all my requirements! Simple, fast, and easy to implement. I created a demo with 1000 cubes, and it runs pretty smoothly, so I'm happy with it. For the sake of simplicity though, the gif below only has 100 cubes.

day4-physics.gif

(Sorry for the quality, it had to be sacrificed for length)