Marc wrote: I tried that approximately 2 months ago but I wasn't able to get the customplayercontroller working with core300
Ha yes I still have no gotten around to fix it.
Marc wrote:For the spatial queries for the logic, I generate a body with volume I'm interested in on demand, set a special material, do NewtonCollisionUpdate(nWorld), collect the info from the collisioncallback and destroy the body. This is probably not very efficient, but it's easy. Especially for this project it is fast enough - there are only 23 moving objects and maybe 10 static.
One of the cool feature for core 300 is the unification of the collision and the rigid bode in the collision broad phase.
In core 200 and still in core 200 the representative of a body in the prophase is appetite to the body itself, with the new collision proxy, the entry of a body in eth collision phase will be a pointer to it collision instance.
This will allow for the introduction of new type of objects.
Stuff like Goth, Particle emitters, soft bodies, and other stuff that not necessarily have to be rigid bodies.
There will be not need for an extra Collision only update, you can query the state of a single body any time similar to the way is done for rigid bodies now.
for example any applicacation will be able to place graphic only objects in the broaphase by apending them the user data to the collison instance and adding the to the broaphase. This is what some engine call a kynematic body.