I have still not implemented a robust constrained physics system in my game engine (right now there is unconstrained physics).
My engine progress has been VERY SLOW lately (for the past year ).
I am a bit worried about how the hierarchical scene graph is going to tie in with the Physics engine. Currently, if I have a scene node and if I rotate or move it, the child nodes rotate around it as if they were connected by a fixed constraint.
Is this the correct way to go with tieing these two systems together? Or should I change these fixed constraints be explicit?
I am still even doubting the usefulness of the scene graph all together. I have a seperate spatial partitioning system in place for rendering and collision detection, but have not realy utilized the scene graph yet. If I create bone trees for animation, it seems like it wouldn't have to go into the scene graph and that it would be better as a specialized tree, but then I wouldn't know how to go about making each of the body parts seperate RigidBody entities. So I am a bit confused.
Maybe someone can help me sort this out, thanks!