Week 2 almost went a bit behind as scheduling is concerned, but I was able to finish stuff up. Today, I added marble sound effects (a quick, rudimentary version) and jumping (a pain in the butt).
This week's primary goal is DAE/DTS Shapes: to add the ability to put arbitrary DTS/DAE shapes into the physics and interact with them. Levels are mainly going to be built out of these, so this is certainly an important thing to support.
This week's secondary goal is Shape Animation: to allow DTS/DAE shapes to have movement and movement paths, so that you can have the equivalent of MPs (or rotating platforms, etc.).
I apologize for not getting Friday's stream on YouTube yet, but it'll be up soon.
Are the shapes you plan to test going to be overly-complicated, or will they be initially simple in design? I'd like to see how collision and animation works out, especially one with a very complicated geometry. I think Torque has had difficulty simulating shapes to that extend.
What tool/utility are you using for your shapes? Blender?
The stream is on YouTube! Or, well, should be as soon as it finishes processing.
The first thing I'll test will most likely be the Learning to Roll level, which will also let me know how bad some of the glitches I've heard of actually are when they manifest themselves. Collision should work mostly fine (no "get stuck on the edge" glitch like Torque has). The one issue I've heard of involves bouncing on the edge between two parallel triangles that touch each other. You can actually observe this in Simulacrum if you roll back and forth over the line between two platforms on the wider part.