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Thread: Physics integration with Ogre

Started 1 month, 4 weeks ago by CrimsonGT
So I have been trying to decide on a physics system to use for my game, and from what I can tell they are all pretty similar. Im making an RPG but would like to recycle the code and build on to it (instead of replacing it later) for more as I become more familar with the designs and concepts. I was originally going to use NxOgre, but the required PhysX installer for anyone trying to run my game ...
Site: Ogre Forums  Ogre Forums - site profile
Forum: General Discussion  General Discussion - forum profile
Total authors: 14 authors
Total thread posts: 44 posts
Thread activity: no new posts during last week
Domain info for: ogre3d.org

Other posts in this thread:

xavier replied 1 month, 4 weeks ago
It depends on what your needs are. Newton/OgreNewt are much more newbie-friendly, and if you run into limitations with Newton and want to move to Havok, you can replace the calls to Newton within OgreNewt, with similar calls to Havok.

betajaen replied 1 month, 4 weeks ago
Yeah, I hate the PhysX installer as well, but: I don't know if you know, but NVIDIA/Ageia provides a "run-time installer" for PhysX that you can embed into your game installer. Usually they are version specific so they don't carry any extra libraries or old versions like the big installer does, so it is only a few megs. You can even make it install silently when you install your game on a ...

CrimsonGT replied 1 month, 4 weeks ago
Xavier: That sounds like a decent idea. For some reason I really want to go with Havok, but I think Newton will be the way to go for now until I atleast have a better concept of implementing physics, or until someone makes a wrapper for Havok. betajaen: Yeah, I just despize it completely, and despite really liking the capabilities of PhysX, the installer, even integrated, just turns me off to ...

jacmoe replied 1 month, 4 weeks ago
No big deal, IMO. You already need to install the DirectX runtimes, the Visual Studio runtimes, .. I mean, one silent install more is really not going to ruin everything.

xavier replied 1 month, 4 weeks ago
It does for me. I feel the same way about it. And when it's the only physics solution that requires such a thing, and there are plenty of other viable alternatives, I'll go with the alternatives. As for DX, I don't actually have to install it -- I can simply distribute (albeit anti-EULA) the runtime DLL for the version I am using (because all of my supported platforms come with some version of ...

Leadwerks replied 1 month, 4 weeks ago
I've had very good results with Newton. Here's what I like about it: -It's much more stable than other physics libraries I have tried. No jitters or explosive objects. Joints are stable and solid. -It's very easy to start using. It took me about a day to integrate it into my engine, when I first started using it. -It supports a dynamic terrain heightfield. You can just change the terrain ...

jacmoe replied 1 month, 4 weeks ago
How would you compare Newton to Bullet ? I'd very much prefer an open source library, but if Newton kicks it's behind, I'm willing to make compromises.

Leadwerks replied 1 month, 4 weeks ago
I looked into bullet at one point. I can't remember exactly why I decided against it, so you should research it yourself. I prefer something that is closed source. Open-source means the developer won't fix things when they are broken (Do it yourself, you have the source!), and there will be a bunch of different "community-supported" features that don't really work.

_tommo_ replied 1 month, 4 weeks ago
Leadwerks wrote: I looked into bullet at one point. I can't remember exactly why I decided against it, so you should research it yourself. I prefer something that is closed source. Open-source means the developer won't fix things when they are broken (Do it yourself, you have the source!), and there will be a bunch of different "community-supported" features that don't really work. Well ...

jacmoe replied 1 month, 4 weeks ago
Leadwerks wrote: I prefer something that is closed source. I remember what happened to Tokamak all too well. Yes, I know that it went open source later on, but much too late. I personally think you're wrong about Open Source. You cannot generalise like that. Open source is a sound business model. Why do you think Google makes it's beta software public? The more exposure the source gets,...

 

Top contributing authors

Name
Posts
CrimsonGT
8
user's latest post:
Physics integration with Ogre
Published (2009-11-12 07:25:00)
I dont actually intend to use ragdolls, death animations would suffice fine, I just felt the ragdoll demo was the closest I have found. I want to use a collision mesh for collisions rather than just primitives, and this is the only example I have seen of actually loading in something similar to this. So OgreNewt can basically generate a simple collision mesh from my skeleton, or am I totally missing something?
jacmoe
7
user's latest post:
Physics integration with Ogre
Published (2009-11-12 07:27:00)
If you use death animations, you get those funny floating corpses..
xavier
5
user's latest post:
Physics integration with Ogre
Published (2009-11-09 23:19:00)
_tommo_ wrote: betajaen wrote: CrimsonGT wrote: Havok and PhysX are a bit over the top for what to you need. define "over the top" Chances are that Havok and PhysX are faster, more solid, with more features than newton... and for what concerns PhysX, good design and easy learning are one of its best features... So i don't see why use something limited just because you are a beginner Probably because as mentioned, in the...
_tommo_
4
user's latest post:
Physics integration with Ogre
Published (2009-11-10 18:45:00)
I know, i already updated to 2.8.3 one month ago Anyway the changes have been very small and incremental, and mostly to the more-marketed CUDA soft and cloth parts... while i must admit that 2.8.3 looks a bit more stable this time.
betajaen
3
user's latest post:
Physics integration with Ogre
Published (2009-11-10 13:28:00)
syedhs wrote: The next best thing is to have a good Physx board community which is severely lacking. The API is pretty consistent in naming and functions, although it has that "C-ish" feel to it. The bundled documentation is pretty good, and they've put back all those tutorial and sample applications that was missing for a few releases, which is great for newbies. I don't really read the NVIDIA forums that much,...
syedhs
3
user's latest post:
Physics integration with Ogre
Published (2009-11-11 07:39:00)
machinimist wrote: btw, i haven't checked for a while but does physx still not support cylinder collision shapes? what is the reason for that? i think this is a bit of a joke. ode doesn't support stable cylinder collisions either and physx/novodex originally was based on ode so is there something in their technology which makes cylinders impossible to do properly or what other reason could there be that they aren't adding it?...
Vectrex
3
user's latest post:
Physics integration with Ogre
Published (2009-11-12 07:04:00)
If you set the Ragdoll class to use convex hulls it'll generate them dynamically from the ogre mesh skelton, so it's very little work in the xml to set up. Primitives are more fiddly. If you only spawn a ragdoll once in a while it's great, but it's not as fast as the primitives when spawning the ragdoll. But unless you're doing a left for dead style game it won't matter (NOT the australian version though )
Leadwerks
2
user's latest post:
Physics integration with Ogre
Published (2009-11-09 21:02:00)
I looked into bullet at one point. I can't remember exactly why I decided against it, so you should research it yourself. I prefer something that is closed source. Open-source means the developer won't fix things when they are broken (Do it yourself, you have the source!), and there will be a bunch of different "community-supported" features that don't really work.
DanielSefton
2
user's latest post:
Physics integration with Ogre
Published (2009-11-09 23:38:00)
xavier wrote: Depends on what you want. Physics and Animation and the art tools come with the free bundle, everything else (Destruction, Cloth, Behavior, etc) is licensed (read: not free). For the most part, your typical hobby-level project will be more than overwhelmed with what you can do with just Physics and Animation. How did I not know this? *deletes all PhysX code* Time to dig into Havok @OP: Basically, if you have the time and ability...
nullsquared
2
user's latest post:
Physics integration with Ogre
Published (2009-11-11 15:31:00)
aimmoth wrote: How is it with newton and compatibility? I really want good compatibility like Bullet. Thanks in advance! Compability with what?

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