marciano wrote:
The particle system is already working quite well, what I still want to add now is some fancy stuff like lit particles or particles throwing shadows, might be some simple physics.
Sounds great!
My 2cents though: I think anything beyond "simple physics" (acceleration/velocity/position) should be left up to the application. I think the best way to do this would be to let the application update the particles itself.
You could do this by letting the application traverse a scene-graph to perform updates on particles, or allow the application to specify a call-back function which Horde will call in order to update each particle.
SpOOky wrote:
if you add physics hope that you will use physX
I disagree. I think Horde's power comes from focusing only on graphics, and doing a good job because of that limited focus.
If you start trying to make Horde do everything, then it won't be a nice lightweight engine anymore and could potentially be of less quality.
However, I fully support the addition of integration with other engines (like physX) in a layer above Horde3D. E.g. Horde3D remains the graphics layer, and HordeUtils (or a new HordePhysics library) contains some code to link with physX.