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replace b2.. (Box2D) types from source with UE types
- b2Vec --> FVector
- b2ParticleHandle --> void*
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find data or functions of engine for position mass and which handle
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check how constants are exposed from c++ to UE
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define interface for bodyhandles array and position array and mass array and how to store it efficiently in the setup of tree - [ ] maybe try niagara for oirganizing the particle system
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check if call in blueprint works with setup and step loop
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add third dimension
- extend tree with upper and lower quads
- check distance calkulation
- check center off mass calculation
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check for dynamic radius
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check for dynamic mass
Feature ideas: Manipulation Tool (gun slingshot Osmos orbies ) Preview trace Escaped particles Fuse unfuse
Testing:
- check impulse preservation
- check null pointer
https://github.com/MOZGIII/ue4-gitignore/
stolen from https://code.google.com/p/kyle/