Irrlicht collision detection and response

If you are a new Irrlicht Engine user, and have a newbie-question, this is the forum for you. You may also post general programming questions here.
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RealMarkP
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Joined: Fri May 23, 2008 5:04 pm

Irrlicht collision detection and response

Post by RealMarkP »

Hi. I am new to Irrlicht and I am interested in using it in my current project. In the features page it lists "Collision detection and response." Does this mean that it has its own physics engine, much like Ageia's PhysX is? Or is it just a response to a collision in the form of raising an event?
Ion Dune
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Post by Ion Dune »

It does have some collision (just event raising). See example 7.

It is not, however, as advanced as PhysX or other physics engines. If you want better physics, just use a physics engine as well (search these forums for Newton, Bullet, or PhysX wrappers).
MikeP
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Joined: Fri May 16, 2008 1:51 pm

Post by MikeP »

You should also check the forum for wrappers, some are already done. For example IrrNewt for Newton...there's also something called PAL (Physics Abstraction Layer) that handles several physic engines.
RealMarkP
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Joined: Fri May 23, 2008 5:04 pm

Post by RealMarkP »

Ah I see that.

Do you know if Havok will be incorporated as one of the supported physics engines? I hear Intel will release it as freeware for non-commercial use.
Ion Dune
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Post by Ion Dune »

There are no "supported" physics engines. People just make wrappers out of the kindness of their souls. It's only a matter of whether someone is willing to do it, or if you will do it your self.
MikeP
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Post by MikeP »

Irrlicht is a 3D engine, not game engine, thus it's normal that physic engines aren't integrated :)
RealMarkP
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Joined: Fri May 23, 2008 5:04 pm

Post by RealMarkP »

Thanks for the help :)
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