Hi, i’m working on a multiplayer (max 4 Players) space physics simulation.
Players can “make” planets (spheres), let them grow (add mass and volume) and apply a pushing force (accelerating the planet away from the camera) to them. then there is a physics engine, that should manage collisions and gravity of the planets.
Now my question: how can i setup a physics engine in my scene, that does NOT drop all objects to the ground (because we are in space=no gravity), but apply gravity forces to all planets=meshes with a mass attribute AND manage collisions (i think of ODE spheres) of them?
Oh and if the “pushing force” could be simulated using particles or something similar, so that it can also be used to rotate a planet (by clicking near the “border” instead the center of the planet), that would be best.
for collision: the planets don’t have to deform on collision, the bigger (heavier) one should get bigger (because of parts of the smaller one sticking in it) and the smaller one should break in 2 parts, which will be accellerated away from the bigger one, as far as needed to keep them from instantly getting pulled back by the gravity
for applying forces/add planets/grow them i want to use a 3D-cursor (in the center of the screen, camera rotation via mouse ; Z can be controlled by the mouse wheel).
maybe it’s possible to use anaglyph stereo images for visualizing the szene, then it would be easier to do the 3D-operations without VR-gloves or similar.
EDIT: i do have the anaglyph stereo function, look at my post on: discourse.panda3d.org/viewtopic … 2951#42951