I am trying to adapt the Cyclone physics engine ( http://procyclone.com/, source code: https://github.com/idmillington/cyclone-physics/) to work with my game, and for my game I think that it would be best to replace the current
coarse_contact system that uses
AABB considering that the game will use a closed room system that does not make sense for spheres, and the best answer is to use AABB (axis aligned bounding boxes)
The system uses a templated collision primitive system, but I can't seem to find where that decision is being made (in order to use templates the compiler needs to be told what type to use)
Then I am not sure how to tell the system which specif collision object to use, though I think I can get away with OBB (oriented bounding box) I still need to be able to feed the information to the collision system to realistically get the contact resolved.
Can anyone explain to me the steps that I am missing when working with this engine.