Very happy to tell you that Paramike has been working hard on Piko3D’s physics implementation these days! The initial ODE implementation is being cleaned up and extended.
Now it’s possible to do time scaling. This means that time can be scaled in any world, which causes it to seem like it’s running in high speed, or in slow motion, and everything will continue to be simulated as normal. Physics frames are interpolated to keep them consistent and smooth even in slow motion!
Ofcourse, credit where credit is due, the idea came from Glenn Fiedler, see http://gafferongames.com/game-physics/fix-your-timestep/.
Here’s a new video showing some “bullet time”-like action in Piko3D. Still with boxes for now 😉
Be sure to check out the Piko3DEngine youtube channel here.
Hope you enjoy this little video 🙂
Regards,
Wracky
Very very nice!