UPDATES!!
http://binarydemons.com/~strike/files/lunar_physics.rar
ok.. new goodies came sooner than later i guess. not a terribly large amount added/changed.. MOST of the work has been low-level, internal stuff for rendering system, but here are the updates:
"gameplay" goodies:
-evil collision resolution bug fixed, objects are much more stable now (yay!)
-'player' object and spawned red objects are now random shapes
-rotating camera view will also rotate the force of gravity. provides an additional 6 minutes of entertainment, gauranteed
-objects that go outside of range of the 'level' are destroyed (thanx Cool Matty for suggestion)
-cannot spawn additional objects when framerate begins to suffer
rendering code updates:
-improved rendering performance (not that it really needed it; yet)
-implemented camera system
-established a rendering interface each for UI and world rendering, allowing for the new camera code to be implemented effortlessly
-changed background color
although the collision code has been updated and is much more stable, it is still not (and never will be) perfect physics so please dont repeat all the stuff that's been stated about objects not fully coming to rest, objects getting pushed through walls, etc.
there should no longer be any 'explosions' however objects can still be pushed through the walls due to the object separation code. if an object is being continually pushed at a high force at another object, it does not squash or break like a real-world object would. instead it remains whole and the velocity is increased due to the force and then decreased due to the collision w/ the wall. if the force causes the velocity to become high enough and/or framerate becomes low enough, the object will be translated past the 'centerpoint' of the wall in a single frame, causing the overlapping object separation code to eject the object from the other side of the wall. this would be fixed by simply making the walls thicker.