There hasn't been any development to sfmphys in about five months or more, and I've decided to completely revamp that idea into SFMPhys2 using new features in Source Filmmaker as well as multiple physics engines for the picky.
So far it's still in the setting up stages and exploring SFM in detail so I know what I have to work with, but the real work will begin in a week or so. Before then, though, I would like to gain the input of the community on what I should include.
My ideas are as follows: a full GUI intertwined with the SFM GUI for settings relating to the simulations and engine, such as gravity and anything else I can get set up. Engine settings will be on a per-project basis so you don't have to set things up again, and the same with individual physics objects. For flat maps, like Portal, I may be able to set up a rudimentary floor and wall system so you don't have to make huge flat surfaces right under the map floor. Furthermore, and I may need some help or at least advice with this one, I'd like to get more detailed collision systems running that may require access to the raw model data to do so... Not sure on that yet. If I can do this, too, I'd like to have dynamically generated cloth models with varying properties, sized, details, etc.
As of now, without truly testing it, I want to support the following physics engines:
- Bullet (the engine for the original)
- DynaMechs (good for robotics, but not sure how it'll work in SFM)
- Jiggle (simple engine)
- ODE (Open Dynamics Engine)
- PhysX* (NVidia's huge and powerful engine used in many games)
- Tokamak (Another simple one)
- TrueAxis* (Simple but good engine)
- Havok* (experimental)
The engines with an asterisk next to them are NOT open source, and will not be included by default. However, I will try to include plug-in support for them should anyone want to acquire them. TrueAxis does have a non-commercial version that can be downloaded seperately after agreeing to the license. Havok also has a similar liscense and I'll link to their download pages.
That's about all I can think of right now, plus everything sfmphys already had.
If anyone here has any thoughts on how I should do things or features I should add then please comment or message me. I’m always open to suggestions.
Temporary Google Site for the project can be found here: https://sites.google.com/site/sfmphys2/