New blog update. We're in kind of a transitional phase currently with the project. Our Toolkit, ESTk, is basically done. Development is switching back towards the Engine. From this point forward, new features will be added to our engine then exposed to the Toolkit to allow for content creation.
I have written a blog entry about my progress with our rigid body physics engine for ES. We have long planned for physics to be a part of combat and gameplay. We face a few challenges here that are kind of unique to ES:
1) Physics engine has to handle TILES along with entities. Most physics engines (Box2D) consider everything a standalone entity. While you can create each tile as a standalone collision primitive like this, it's extremely inefficient for tiled games
2) Ours needs to be very lightweight. This is especially true for the Dreamcast. The Dreamcast build in particular is using the SIMD assembly instructions on the SH4 for very fast linear algebra, and we are doing lots of little optimizations to keep this thing from eating the processor.
Very simple sandbox area I've been testing in:
Working towards exposing the "collider" tile attribute to the Toolkit for level designers:
The full blog post is here:
http://elysianshadows.com/dev/project/b ... box-part-1