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I had hoped someone like you might pickup and appreciate the example; but this is just incredible; you've created something entirely new and very advanced : D
At 800-Lines all related to physics; this may be MMF's most advanced vanilla written custom movement engine.
A Transport Triggered - Minimal instruction Set Computing Architecture was selected for my Virtual Machine to simplify implementation.
All you need to take away from that is that i made a 'virtual machine', which is simply a layer of abstraction above MMF2's event logic.
Reasons you might use a virtual machine include; changing level and object behavior without modifying events inside MMF2, It's possible to handle game behavior in this way entirely inside a fast-loop which only terminates intermittently in-order to allow MMF2, to redraw the frame and re-sample the controls.
This is how MMF works, in-order to perform collision detection without an N*N lookup a static collision map must be build at the end of each framedraw.
There are of-coarse numerous work-arounds; the most graceful of which simply involves collision detection before positioning.
As for forcing frame-redraws... i have done this once in the past once; as part of a MISC VM implemented in MMF which had an instruction 'Yield'.
The logic and timing was handled virtually and within an unbounded fast-loop; Yield simply ended the index-insensitive loop; to be restarted on the next frame.
However a program written in MMF2 could still take advantage of multiple cores
Please login to see this link. is the only example I've seen released to-do so however.
A more meaningful use of multicore processing in MMF2 was in an automatic-redstone-circuit-synthesis program for the gaming craze minecraft which implements exhaustive-combinatorial search over configurations of a 3D digital CA.
Basically it's a binary format for storing 3D mesh's used by id Software.
Trivia: The format does not store vertex data-types in an arbitrary way; but instead higher precision is given to models which have all points a similar distance from the origin ( which is usually the case for characters; but often not the case for scenery )
you may-not be aware; MS3D( MilkShape 3D ) is the native file-type used by MilkShape a low-poly 3D-modeling program capable of importing a wide range of file formats
A quick look at Please login to see this link. reveals a number of formats which are directly importable into milkshape.
If you download milkshape; load the exported models and then save them as .MD3D's You can use your blender 3D data-sets in multimedia fusion 2 . Today.