One of the requirements at about halfway through the project was to have implemented our games physics. Now after doing that, we were sort of bummed of the results. First off, well it was 2D physics in a 3D game se we would have barrels, but they would just slide around which was less than ideal.
After a short discussion with my team mates, I decided to branch our project and set out on a journey to integrate a physics engine. I did some research and considering the short timespan I had to get things up and running, I quickly forgot about the full featured engines like PhysX and Newton and grabbed a simple engine called Tokamak. The api was really simple and since our architecture was component based meaning that every game entity could have components that could act upon it, much like the unity engine, it was really simple to integrate. I had some problems at first with the lack of documentation, but after some trial and error we could add stacks of tires and ram them!
Tokamak Physics
Tokamak Physics


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