lol... so now we're discussing physics engines without knowing how one works. fyi: its by far the most complicated piece of a game engine and the pretty constants available to script kiddies are only the tip of the iceberg in reproducing consistent simulation. in the case of tribes skiing.. the terrain mesh generation scheme, its collision detection algorithm, the timestep method, the TOI scheme (well i guess it doesnt matter for dynamic v static), numerical integration method, all parameters passed to the physics engine not exposed via script... are just a few examples what needs to be considered
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