The Best Physic Engine for commercial,multiplatform project?
The Best Physic Engine for commercial,multiplatform project?
What is the fastest, easiest integration in Irrlicht and multiplatform (Windows,Linux and MacOSX), so the BEST physic engine? This engine must be free for commercial projects.
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- Posts: 313
- Joined: Tue Nov 01, 2005 5:01 am
Well, you have three different requirements for your physics engine there that need to be addressed separately.
Fastest is a point of contention, so I won't go into it in detail. Suffice to say that the speed of the engine must be weighed against the accuracy of the physics solution. ODE is pretty good for this, as is Newton & Bullet - all have their own ways of maintaining plausible accuracy (ODE will remove angular momentum, Newton applies damping, etc). I tend to prefer ODE when using simple shapes (spheres, boxes, capsules, etc) and a fixed timestep, Bullet when using complex shapes (arbitrary triangular mesh, procedurally defined surfaces, etc) and/or able to use an arbitrary timestep that can change per frame. ODE is faster than Bullet, but has some restrictions. Newton sits somewhere between the two with less restrictions that ODE (but more than Bullet) and faster than Bullet (but slower than ODE).
All three (Newton, Bullet, & ODE) have support for the three platforms you describe.
"Best" is simply flamewar territory (trust me on this), so I'll avoid it. A good paper to read that does a comparison for you (with verifiable test results) is located here. Bullet has been upgraded quite a bit since then (it gets a significant update almost weekly at the moment), but as far as the other engines go - it is still valid
--EK
Fastest is a point of contention, so I won't go into it in detail. Suffice to say that the speed of the engine must be weighed against the accuracy of the physics solution. ODE is pretty good for this, as is Newton & Bullet - all have their own ways of maintaining plausible accuracy (ODE will remove angular momentum, Newton applies damping, etc). I tend to prefer ODE when using simple shapes (spheres, boxes, capsules, etc) and a fixed timestep, Bullet when using complex shapes (arbitrary triangular mesh, procedurally defined surfaces, etc) and/or able to use an arbitrary timestep that can change per frame. ODE is faster than Bullet, but has some restrictions. Newton sits somewhere between the two with less restrictions that ODE (but more than Bullet) and faster than Bullet (but slower than ODE).
All three (Newton, Bullet, & ODE) have support for the three platforms you describe.
"Best" is simply flamewar territory (trust me on this), so I'll avoid it. A good paper to read that does a comparison for you (with verifiable test results) is located here. Bullet has been upgraded quite a bit since then (it gets a significant update almost weekly at the moment), but as far as the other engines go - it is still valid
--EK
On Irrlicht I use Newton threw IPhysics. It is really fast, and the examples for use with Irrlicht are great! Personnally, using ODE, you might be coding forever!
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- Posts: 313
- Joined: Tue Nov 01, 2005 5:01 am
I didn't realize it was free for any commercial games. I thought that was only free for non-commercial.evak wrote:IF your willing to drom Linux which isn't really feasible for a real commercial game, then you can always use PhysX from Ageia. That is free for commercial games on all computer platforms but not consoles.
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- Posts: 313
- Joined: Tue Nov 01, 2005 5:01 am
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- Posts: 313
- Joined: Tue Nov 01, 2005 5:01 am
I have confirmation from one of the developers involved - the license has definitely changed. You can believe me or not, but it sounds like it wouldn;'t affect your choice anyway
Press release for license change also here
--EK
Press release for license change also here
--EK
From http://devsupport.ageia.com/ics/support ... tionID=378 (to see you may need the register)
Free:
* Commercial & non-commercial use on PC
o Must keep registration information currect
o Must agree to the EULA at the time of download (pops up, but is copied below)
o Available for Windows & Linux (soon)
o No PhysX HW support requirement
* PS3 platform (through Sony pre-purchase)
* All platforms through some of our middleware partnerships, such as UE3, Gamebryo 2.2, and others
I actually quite like bullet, I used ODE for quite a while, but have been frustrated by the slow pace of development and build issues on differing systems.
While CMake and JAM (used on bullet) are frankly not really up to the job, I have used bullet and irrlicht with older gcc implementations (think mingw here) and also latest Linux gcc implementations, by creating a trivial Makefile for it.
Bullet handles a wide range of collisions shapes rather well, ODE probably has the edge on Bullet for joints and definably on documentation!
While CMake and JAM (used on bullet) are frankly not really up to the job, I have used bullet and irrlicht with older gcc implementations (think mingw here) and also latest Linux gcc implementations, by creating a trivial Makefile for it.
Bullet handles a wide range of collisions shapes rather well, ODE probably has the edge on Bullet for joints and definably on documentation!