So.. Im about to incorporate the True Axis engine in my project.
Now the problem is I have no experience with stuff like this so i would like to see some examples on how this is done.
I know that there are some examples included in the SDK but this is not with irrlicht.
But if you have any examples of your own (or others ) you would like to share with me i would be happy.. ?
If you're about to incorporate True Axis, then the TA examples (if there are any) should suffice. Otherwise I get the impression you're in over your head. Don't expect to run before you can crawl.
Look at any Irrlicht wrappers for ODE and Newton for ideas.
Sorry bout that.. I haven't been home this weekend so i haven't really had the time to look at it yet but what i have seen so far looks great! Exactly what i need
And Mike - As i said i have examples but i needed some with irrlicht so i can get a better view of things. Im still very new to C++ and Irrlicht so i like this simple example of Spintz
Thank you Spintz!
I've used Newton the most, was first one, then tried Novodex, and now am using TrueAxis. I haven't gotten into any heavy physics testing, because I don't plan on using anything very advanced as physics go. My 2 biggest concerns are raycasting and how easy the interface is.
Newton was a good engine. The interface was ok, the support was decent as well, the documentation was bad. I remember people having problems with high speed objects, and the line casting was awkward, because it returned you some value that had to put into an equation to get the intersection point ( the engine should just do that for you, or at least tell you in the documentation about it ).
Novodex had great documentation, never really needed the support, the interface was a little clunky, don't really remember why I thought that though. I think I'd gone back to Newton after using Novodex.
TrueAxis has a very easy interface ( I created this test app in less than 2 hours, aside from tweaking around the physics settings to tune up the movement ). BTW, tweaking the behaviors of the objects is very easy and from the demos I've seen of it, it's very, very fast and it handles high speed collision very, very well. Their are some bugs right now with raycasting that is being worked out. Luke, the creator, is constantly on the forums answering questions ( in simpleton terms, so don't have to be a Physics whizz to understand the forums ).
I don't know the difference between Swept Collision or any of the other physics solvers. I know Newton has added 2 recently, but I remember hearing the performance / accuracy between the different solvers didn't change much. TrueAxis claims to be faster and designed specifically for use in gaming. Newton seems to be more geared towards very accurate Physics, which may fit your needs, but it's going to be slower.