Tims Parser for ASE files, while not complete, was very simple to integrate with my code... This is always a good sign... Tim finished off some more of his parser to cater for unknown opening tags and sub-materials...
We then spent hours trying to make my code actually draw from the physics object information that was created... I eventually managed to get the loop that sent the verts to OpenGL to run all the way through instead of crashing on the 3 iteration... Only to have it crash at the end of the function, complaining about damaged memory...
So we decided to scrap this idea, and put our mesh information separate to our physics mesh information... I already had the data structure in place for this, so beginning the task was simple...
When pulled out a pen and paper and did some design work on how our objects would look code-wise... Game objects will now contain mesh objects and physics objects separately, and we will do some calculations at read-in time to deal with the size of the bounding boxes...
I started on ripping out the mesh information, and Tim will be adjusting his parser to match...
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