Physics Engine

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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grumpymonkey
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Physics Engine

Post by grumpymonkey »

Im trying to learn how to integrate physics into one of my games since, well, its boring without physics. Can someone please tell me a physics engine thats really easy to use with irrlicht?(and possibly a link to a good tutorial)

oh, and yes i HAVE looked at the tutorials on the irrlicht main page with Newton,Ageia,ODE, and Tokamak physics, but those tutorials dont really tell how to use them on irrlicht, they just give an example of the code with little explanation

If this question sounds really stupid, forgive me as I am stupid.
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Brainsaw
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Post by Brainsaw »

Well, the Irrlicht -- Physics tutorials are just a-point-to-start. If you want to do the integration by yourself you'll have to learn the pyhsics engine of choice and expand the tutorials. As an alternative you could search the forum for a wrapper, there are projects at least for PhysX and Newton, and I am currently working on an ODE wrapper (you can grab a pre-realease alpha version at http://www.bulletbyte.de/products.php?s ... how=irrode ... but it's not as far as the other wrappers that can be found in the Project Announcement forum).
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JP
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Post by JP »

IrrPhysx should be pretty easy for you to use, that's the aim of it anyway! Check out the IrrPhysx 0.2 thread near the top of the projects forum!
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wITTus
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Post by wITTus »

Well, you could also simply play around with one of these engines and figure it out by yourself. :)

I use ODE and I'm still happy with it.
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grumpymonkey
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Post by grumpymonkey »

thx for the replies.

ill check out irrphysx, it looks easy :D

btw, im trying to make a racing game...not sure if that makes much of a difference...
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Tranen
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Post by Tranen »

You can try bullet enigne, if you use a terrain heightmap in your game it has some classes to handle it.

It is very well documented with a manual and some example, it can also handle soft body and has a pre-built vehicle class.

http://www.bulletphysics.com/Bullet/wordpress/

Hope it helps.
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JP
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Post by JP »

Physx has vehicle support but IrrPhysx doesn't as of yet and probably won't do for quite some time... Having said that you can probably do some racing physics without using complex vehicles, depends how realistic you require it!
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Brainsaw
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Post by Brainsaw »

ODE does neither have built in support for vehicles, but my first vehicle (very simple (no suspension) and (yet) not really realistic) took me about 15 minutes to build.
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Tranen
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Post by Tranen »

The prebuilt vehicle class of bullet engine is good for prototyping, it is not so advanced but it can be used as a guide to make a better class.

Bullet has also a java porting, that contains most of the basic features: jbullet. On the web site you can find some web start examples and an applet page.

http://jbullet.advel.cz/

Hope it helps
overburn
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Post by overburn »

night hawk has some pretty useful tutorials about making your own irrlicht-physx framework :) and they're not hard to understand

http://irrlicht.sourceforge.net/phpBB2/ ... 7a4f33f4dc
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cassini
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Post by cassini »

grumpymonkey wrote:thx for the replies.
btw, im trying to make a racing game...not sure if that makes much of a difference...
if you are going to make a racing game check out Newton 2.0
It has a very cool and fast car controller.
They have a demo with may, many cars with different driving model.
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