Hi,
All the physics tutorials source links are broken...
Is there anywhere I can get an example project (of any) please?
Physics Tutorials
-
- Posts: 1010
- Joined: Mon Oct 24, 2011 10:03 pm
- Location: 0x45 61 72 74 68 2c 20 69 6e 20 74 68 65 20 73 6f 6c 20 73 79 73 74 65 6d
Re: Physics Tutorials
physics tutorials - perhaps you want to be a bit more specific than that? Which engine in particular are you interested in?
Don't know? Here, have some reading material:
http://stackoverflow.com/questions/6408 ... cs-engines
http://physxinfo.com/articles/?page_id=154
https://homes.cs.washington.edu/~todoro ... ICRA15.pdf
if you only read one I'd recommend the latter - it covers the most engines.
Don't know? Here, have some reading material:
http://stackoverflow.com/questions/6408 ... cs-engines
http://physxinfo.com/articles/?page_id=154
https://homes.cs.washington.edu/~todoro ... ICRA15.pdf
if you only read one I'd recommend the latter - it covers the most engines.
"this is not the bottleneck you are looking for"
Re: Physics Tutorials
The first one I ever used was Tokamak, so I'll always have an affinity with it However I thought that development stopped years ago, but I notice it was last updated in 2013 on sourceforge, but I'm wondering if that was just the date someone moved it from its original site to sourceforge...?
ODE is the one I have most experience with, but found it lacking last year when I was trying to do a fairly accurate golf sim. I even sort of hacked in a magnus effect, but I really struggled to get results similar to real world statistics.
In the first reference link, is it true that ODE struggles with anything over 30 objects? Or is that a platform issue?
I like ODE (and Tokamak) because of the BSD license.
I've always intended to try Bullet since its what Blender uses, so, off to try that now, oh it was as easy aspie to get the ODE demo going...
ODE is the one I have most experience with, but found it lacking last year when I was trying to do a fairly accurate golf sim. I even sort of hacked in a magnus effect, but I really struggled to get results similar to real world statistics.
In the first reference link, is it true that ODE struggles with anything over 30 objects? Or is that a platform issue?
I like ODE (and Tokamak) because of the BSD license.
I've always intended to try Bullet since its what Blender uses, so, off to try that now, oh it was as easy aspie to get the ODE demo going...
-
- Posts: 1010
- Joined: Mon Oct 24, 2011 10:03 pm
- Location: 0x45 61 72 74 68 2c 20 69 6e 20 74 68 65 20 73 6f 6c 20 73 79 73 74 65 6d
Re: Physics Tutorials
I don't know, I've personally only used newton and bullet - keep in mind those are all reasonably old.In the first reference link, is it true that ODE struggles with anything over 30 objects? Or is that a platform issue?
I was more asking so I can see what I can find (I am not aware of any irrlicht tutorials for bullet, but there's the bullet wrapper and then there's reading the manual and hacking something together which is what I did. Newton probably has tutorials, I was actually just going to be a smartass with lmgtfy anyway so here you go: http://lmgtfy.com/?q=irrlicht+tokamak+tutorial - the first result is a tutorial for integrating them)
I like bullet because of it's features and the zlib license (and if it's good enough for Rockstar games it's good enough for me).
"this is not the bottleneck you are looking for"
Re: Physics Tutorials
BTW, I linked you a tutorial for Bullet
-
- Posts: 1010
- Joined: Mon Oct 24, 2011 10:03 pm
- Location: 0x45 61 72 74 68 2c 20 69 6e 20 74 68 65 20 73 6f 6c 20 73 79 73 74 65 6d
Re: Physics Tutorials
you did? I didn't notice - I don't particularly need one either as I have physics working fine (bullet isn't particularly difficult to use, at least not for rigidbody simulations)
"this is not the bottleneck you are looking for"