README for ODE to Torquescript API Stuff


1) You are expected to have read the ODE documentation,
    available at http://ode.org
2) You are still expected to have read the ODE documentation,
    available at http://ode.org
3) Even though it's 96 pages long, you are expected to have read
    the ODE documentation, available at http://ode.org


With that out of the way, some other stuff

As a whole, the API is a "t" [for Torque] prefix on the normal ODE
objects, and converted to think in terms of objects rather than
functions;

In C:
dBodyID b = dBodyCreate(world);
dBodySetLinearVel(b, x, y, z);

In TorqueScsript:
$b = new tdBody() { worldsim = $odeworld; } ;
$b.SetLinearVel(x,y,z);
OR
$b.SetLinearVel("x y z");


Build Instructions:

Add all the .cc files in odescript/ to your build, and remember to link
with ODE. No torque source modifications necessary. If you edit
torque_ver.h, you'll find a list of defines that you can uncomment
to get bonus features for the torque flavor you're using.

Chunky (-;
<chunky@icculus.org>
http://icculus.org/~chunky/
