more advanced collisions?

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genesisrage
Posts: 93
Joined: Tue Feb 08, 2005 12:19 pm

more advanced collisions?

Post by genesisrage »

ive used a 3rd party collision system in another engine and loved it. and now they have a version for C++.

wondering if anyone here has heard of it or possibly used it with Irrlicht? its called Nuclear Glory, website is here http://nuclearglory.com. i am fairly new to the Irrlicht engine and to C++, so not really for sure how, or even if it can be used with Irrlicht.
Jedive
Posts: 146
Joined: Wed Apr 28, 2004 5:51 pm

Post by Jedive »

Haven't tried using Nuclear Glory in IrrLicht, but it was EXTREMELY SLOW when I played with it in darkbasic pro.
genesisrage
Posts: 93
Joined: Tue Feb 08, 2005 12:19 pm

Post by genesisrage »

thats wierd, DBP is what i used it in also, but was a lot faster than anything else for me. i havent played around with collisions yet in Irrlicht, so dont know how fast it is with built-in commands. another thing i liked about NGC is all the data you could get from collisions.

is there any other method you would suggest Jedive? something that would be fast and have a lot of functionality?
MikeR
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Post by MikeR »

Newton and ode are the 2 favorites around here (I think)
There are tutorials for them on the main page.
If it exists in the real world, it can be created in 3d

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genesisrage
Posts: 93
Joined: Tue Feb 08, 2005 12:19 pm

Post by genesisrage »

does Newton and ODE handle collisions like FPS-style sliding collision, handle slopes, ray casting, etc... looking for something with a lot of functionality. i always thought Newton and ODE were just for physics on objects, and not for making the camera/model slide along a wall when you are running into it.
Guest

Post by Guest »

you might want the visit the wiki.

http://www.irrforge.org/index.php/Main_Page

It has serveral physics/ collision engine's
Spintz
Posts: 1688
Joined: Thu Nov 04, 2004 3:25 pm

Post by Spintz »

I prefer TrueAxis, still in development, but much simpler than Newton.

I think if you want very accurate physics, use Newton.
If you want very fast physics and can sacrifice some precision, use TrueAxis.

Novodex just released a new version I believe, may be worth taking a look into.
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cassini
Posts: 68
Joined: Thu May 12, 2005 2:40 pm

Post by cassini »

Spintz wrote:I prefer TrueAxis, still in development, but much simpler than Newton.
Well I think simpler is so subjective that is difficult to quantize. It is certainly a personal opinion.
I do not know if True Axis is faster than Newton anymore. Have you seen this?

http://www.physicsengine.com/forum/viewtopic.php?t=1491

It makes me wonder how long it will take Newton to faster than Novodex?
genesisrage wrote:does Newton and ODE handle collisions like FPS-style sliding collision, handle slopes, ray casting, etc... looking for something with a lot of functionality. i always thought Newton and ODE were just for physics on objects, and not for making the camera/model slide along a wall when you are running into it.
Actually most physics engine if not all support that functionality.
Guest

Post by Guest »

SceneNodeAnimatorCollisionResponse
Guest

Post by Guest »

SceneNodeAnimatorCollisionResponse
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