Physics Engine Integration?

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Guest

Physics Engine Integration?

Post by Guest »

Does anyone have any recommendations for an open source physics engine that might easily be integrated into an Irrlicht project?

Please forgive me if Irrlicht already has this as a feature and I just missed it.)

Thanks.
cyberbobjr
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Joined: Mon Sep 08, 2003 8:21 am
Location: Paris, France

Post by cyberbobjr »

Hi,
mhhh... well...
Irrlicht integrate the notion of gravity for collision.
If you think about ODE, i've already drop an eye on it, but there is still a problem : for a real physical world with events, gravity, collision, it's better to use the BSP map, althought, ODE doesn't support BSP format, and if you want to have a world in ODE you must use plane, box, etc ... not really simple for a complex level.

When ODE will support BSP level, then i'll try to integrate ODE into Irrlicht.

Bye.
saigumi
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Post by saigumi »

I have a running post started to post links and info about other helper API's and such.

There are two Physics ones listed.

http://irrlicht.sourceforge.net/phpBB2/ ... c.php?t=97
Crud, how do I do this again?
MattyBoy

ODE supports TriMesh

Post by MattyBoy »

You aren't limited to Box, Sphere, etc... With ode, it now supports TriMesh It looks like it is in its early stages, but it does work.
cyberbobjr
Posts: 64
Joined: Mon Sep 08, 2003 8:21 am
Location: Paris, France

Post by cyberbobjr »

hi,
yes, true, but you must feed ODE with data for trimesh, and this is the problem : how can i get vertex/triangles data of a bsp map loaded in irrlicht ?
Eventually, if Niko can make a feeder function for ODE, it'll solve our problem ;)
niko
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Post by niko »

You could do this with a triangle selector. This is the most simple way to get all triangles of a mesh. Just take a look at the collision example/tutorial, it shows how to create triangle selectors.
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