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.

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