
[LEVEL1]
VitesseInit = float[3], def = 0.0
PositionInit = float[3], def = 0.0
TempsVie = float
TempsMort = float
TempsActivation = float
TempsVehicule = float
Distance = float
Angle = float
RadiusForEject = float, def = 1.0
RadiusForLauncher = float, def = 0.0
RadiusForOpponent = float, def = 1.0
ImpulseMax = float, def = 1.0
ImpulseMin = float, def = 0.0
[/LEVEL1]

[LEVEL2]
VitesseInit = float[3], def = 0.0
PositionInit = float[3], def = 0.0
TempsVie = float
TempsMort = float
TempsActivation = float
TempsVehicule = float
Distance = float
Angle = float
RadiusForEject = float, def = 1.0
RadiusForLauncher = float, def = 0.0
RadiusForOpponent = float, def = 1.0
ImpulseMax = float, def = 1.0
ImpulseMin = float, def = 0.0
[/LEVEL2]

[LEVEL3]
VitesseInit = float[3], def = 0.0
PositionInit = float[3], def = 0.0
TempsVie = float
TempsMort = float
TempsActivation = float
TempsVehicule = float
Distance = float
Angle = float
RadiusForEject = float, def = 1.0
RadiusForLauncher = float, def = 0.0
RadiusForOpponent = float, def = 1.0
ImpulseMax = float, def = 1.0
ImpulseMin = float, def = 0.0
[/LEVEL3]

; pour l'objet mécanique
[Solide]
	ID = int, def = 0
	masse = float, min = 0.0	; (kg) masse (pour le moment zero, argh! je vole)
	matrice_d_inertie = float[9]	; (kg.m2) idem
	position_de_G = float[3]	; (m) position de G en coordonnées locales (par rapport à C)
	
	[Collisions]
		fichier_collision = string
		fichier_collision_decor = string
		fichier_collision_mur = string
	[/Collisions]  	
[/Solide]