Using a physics engine with an existing movement system

Sep 3, 2007 at 1:04 PM
Hi all.

I am considering integrating farseer into my game (but I have quite a bit of other work, so I may not be able to do it for a while).

If possible I would like to use my existing movement system, and just allow farseer to handle and resolve collisions.

I understand this is less than ideal, is it even feasible?
(I just ask, as I am trying to get a feel of how much work it is going to be to do the integration)
(I only have 1 month, and I need to work on quite a few other bits).

Thanks ever so much.

J.

ps.. even if I don't integrate farseer into this game, I am sorely tempted to make my next game physics based, it looks like you can have some great fun!
Sep 3, 2007 at 7:56 PM
Best not to do it, since things'll just get way too complicated.

How do you plan to handle movement, anyways? Setting the object's position every frame? Setting it's velocity?
Sep 4, 2007 at 10:24 AM
Thanks for the advice, I was worried that might be the case.

I have written the main engine, the units move based on their speed and turning rate.

It is a turn based strategy game, the slightly interesting twist is that you can see where a unit will end it's next turn. (which works currently).

I think I will hold off on the integration of the physics game whilst I work on other components.

Thanks again,

J.