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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 Spheres with 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.

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closed as off-topic by Josh Petrie Aug 27 at 15:47

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I don't know cyclone physics engine so well, neither if it's better or not than others, but quick question: why are you using a lib that had it's last update 2 years ago? There are more active and easy to use libraries out there, as bullet, ODE, newton, Box2D... –  Gustavo Maciel May 3 '12 at 8:06
    
@gustavo-gtoknu I chose cyclone not because it was a "lib", but instead because it is a demonstration of the steps needed to make a physics engine, and comes with full rights to modify. the companion book even states that such a modification is doable, but the book assumes that you just know what to change, and I can't find it, and I have been digging through the source code for days –  gardian06 May 3 '12 at 8:19
    
This question appears to be off-topic because it is about where in the source code of a particular project some task is performed (see this meta thread). –  Josh Petrie Aug 27 at 15:47