"IT" = comprehensive physics scripting and core engine collaboration.
It sounds to me like 1 ("IT" could almost be available there- with some tweaks),
and 2 (I will have to try to script collisions with objects myself for now)--
though the core engine does a great job at it. Too bad.
PirateMyke told me that if you put a bone in an object, with the proper fpe
set and everything, those objects will have small area cone of collision.
If there was just a global way to pull out and set! the velocity of any object--
surely the engine works with those numbers constantly... then we could switch
between the two clearly and seamlessly, and clearly the core engine knows the
position (which is the only thing we can gather for scripts)
and it causes the interaction with other objects, moving them as required.
Wouldn't that info be available to us -- (with a new function)
Say for example, this object is sliding down a wall... you want to be able to
manipulate it sideways or something to that effect, but you want the sliding
effect and collision with other objects maintained by the engine.
So, send a call to the core engine and get the velocity of said
object, while only changing the certain effect in scripts that you want.
Sounds easy hu?! haha. Does anyone know the difference between GG
and say the other engines - Unity, Unreal, etc when it comes to this?