Which physics engine is best with trimesh? Tried ODE but...

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_drake_
Posts: 6
Joined: Wed May 28, 2008 7:44 am

Which physics engine is best with trimesh? Tried ODE but...

Post by _drake_ »

Hi to everybody, this is my first post :)

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

:wink:
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