Well I think you are right, some clarification is needed. First I must say I do not have the qualifications to determine what makes one engine "a simulation engine first” and the other a “game-engine”, but I do not think the name of the product would be the deciding factor. For what I can see with my own experimention Newton is closer to a realistic simulator than any other engine I tried (I only tested the free engines).Eternl Knight wrote:OK, I think there are two things here that need to be cleared up.
Firstly, ODE is a simulation engine first whereas Newton is a game-engine first. As such, there are features which are not included "by default" in ODE that are included in Newton. However, a very quick search on Google shows that all the features touted by the Newton engine can be done within ODE with comparable (and often better) stability. The "auto-sleep" feature has been described & improved on many times in the ODE user list, and has been used in several games (the most recent of which, in my memory, was BloodRayne 2).
What I do not really understand is it how it is that for ODE users anyone using Newton is because is an idiot that do not understand how physics works. I was an ODE user for a long time before I started experimenting with Tokamak and Newton. I could never figured out the proper values of CFM and ERP, and the way I see it is the same for many people.
By the same token I fail to see how not having these features make ODE a "Simulation engine" and Newton a "Game engine" the implication being that ODE is for more advance people. I do not think that the cone collision is as simple as you try to imply, if it was then cylinders that are even simpler would be working in ODE, they aren't.Eternl Knight wrote: ODE vs Newton - Pure Collision System: I fail to see how this makes one a better PHYSICS engine than the other. Collision engines are a dime a dozen, alot of them licensed under lenient terms (such as the MIT & BSD licenses). And to be honest, I cannot see the NEED for a cone primitive, though if it were necessary - it would be a half a days work to implement. It is (after all) a quadratic just like cylinders & spheres - which makes them simple mathematically speaking.
It is also worth noticing that it is not only cones, Newton also has other collision primitives. Maybe for you having optimized mesh collision, convex hulls, many collision primitives, closest distance calculation, collision scale, etc. are trivialities that do not contribute anything to a physics engine, I just find them a nice feature to have.
I remember when the Newton came out, it was dismissed because it did not have enough features, now it is dismissed because it has too many features. Perhaps you are above the average game developer and you can tweak the “underpinning mathematiocs” of ODE, if so more power to you.Eternl Knight wrote: ODE vs Newton - 'Ultimate Flexibility': I'm not sure where this comes from, but being able to change anything in the source code makes ODE the "ultimate in flexibility" from my point of view. While Newton allows me to create new joint types - ODE allows me to tweak the underpinning mathematics. While I don't think doing so is a good idea for the average game developer - the ability to do so offers more flexibility than Newton can. The example of being able to write your own joint types has already been shown to be possible with ODE (in my last post no less *laugh*)
As for the comment on ODE being badly designed because it allows someone to implement a new joint type - I REALLY cannot understand that. Being able to implement & extend a library without problems is generally a sign of GOOD design. I would love to hear why you classify it as bad...
For me I do not want to do that, the way I see changing a joint from a hinge to a point to point to simulated damage is the kind of tweak I am interesting in doing. Manipulating the contact friction to simulate a conveyor belt is also the kind of tweaking I like to do.
On the other hand changing the CFM and ERP indefinitely to get the auto sleep to kick in or to make joint not to explode, might be an advance feature of ODE, but let me tell you I got tire of that.
The bottom line is that trivializing the features and saying that you can add them to ODE in a couple of days does not make it a fact, and until that happens your claim that there is not much difference between them is simple not truth.