Some of friends and me had an idea for a video game more or less one month ago. After a short analysis we decided that Irrlicht could satisfy all requirements we have for the graphic engine.
Now I would like to integrate Irrlicht with a Physics engine. I started trying with ODE.NET (together with Irrlicht.NET) just because I read good thing and it seems the only one that has a .NET wrapper well made.
After some initial problems I decided to do one step back and use Irrlicht+ODE (C++).
I tried to load some simple Cube meshes create with blender in Irrlicht and let them fall down on a plane. It worked quite well, the collision with the plane worked, but I was not able to manage the collision between the meshes (trimeshes).
Then I synchronized with the SVN version of ODE and I see that they made many improvements with the Trimesh collisions.
I tried then to use the SVN version but I was not able anymore to convert the Irrlicht mesh into a Trimesh supported by ODE, and I continue to get "Memory Access Violation".
Now, before loose more time on it, I would like to ask you if ODE is the right choice or not?
The only physics that I plan to implement in the game is the rolling of simple objects (not many polygons and faces) on some planes/terrains.
Thanks for any help you would like to give me and sorry for the long post