A few days, into the website of Newton Game Dynamics, i enter to download the latest version of its physics engine and I have found that now is open source and best of all ... zlib licensed.
We can modify or improve it as we like, that if, without breaking the license.
In addition, it is now compatible with the license of Irrlicht...
possible future release of Irrlicht with physics engine?
TheMrCerebro wrote:
In addition, it is now compatible with the license of Irrlicht...
possible future release of Irrlicht with physics engine?
I don't think that Irrlicht really needs a built in physics engine, as some people prefer other physics engines, and also it would make irrlicht harder to maintain.
I'm not sure about Irrlicht integration, but a unified interface between the different physics wrappers would be a good step towards that though (unlikely unless everyone cooperates to define it)
I had the same idea of a unified physics integration via a unique header.
(just see irrsolid thread if i'm lying XD).
The problem is that if you are going to integrate physics with an interface for all the physics engine first you must learn from all existing wrappers and create a middle way (so people are much more comfortable with the new interface). That's a big work and requires much programming for every physics engine.(of course just providing a interface is really the simplest part, then some people need to write phys drivers also) Integrating this with irrlicht animators and AI steering behaviours would increase the final speed but this requires adding also a bit of AI to physics (soon some AI/physics classes will be released with irrsolid).
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REDDemon wrote:of course just providing a interface is really the simplest part, then some people need to write phys drivers also
Providing an interface is the hard part, it's much, much easier to write an implementation for a special case than design a good, clean interface that works for every case.
You'd have to research every available physics library and create the simplest, most lightweight and intuitive interface that supports the broadest range of features possible, yet remains extensible, without having loads of special cases. If it were to eventually replace Irrlicht's collision manager then it would also need to simplify rather than complicate Irrlicht's design. That's a pretty tough problem.
bullet is THE physics engine now. but others engines are still good.
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it's not too late. newton still has its qualities over other engines like bullet. and now the newton author will have more time to concentrate on new features like softbodies instead of wasting time with multiplatform builds and so on.