Box2D - Bullet - Newton Game Dynamics - Ode - Open Dynamics Engine - Physics Abstraction Layer - PhysX by nvidia - Tokamak - True Axis
Engine not (yet) participating in poll*:
Havok
As I am pretty new to Irrlicht I would like to know wich physics would work best with Irrlicht.
Do I need a wrapper (actually what is a wrapper) and if so, wich one?
Best physics engine for car physics?Iyad:
A wrapper is a kind of package which combine the different libraries, making it more easy to use them. There are many wrappers on this forum (newton, bullet, PhysX, ODE,...), search for them. I was using wrappers before to introduce myself to physic engine, but they remove a bit of the flexibility of the engine. So now i directly integrate them with the project.
I am using Ubuntu, wich engine would be best?Escen:
I only have experience with Bullet and Newton, I do recommend Bullet in general. It has more features (like softbodies) and a larger active community. Both engines have a standard raycast vehicle, the Bullet version is more advanced, but if you want your tires more active in your scene (like a Buggy ) Newton has an standard CustomMultiBodyVehicle, very easy to use. You can achieve the same in Bullet with a little bit more work (there is also a forklift example)
Please leave your suggestions as it should be an evergrowing list. Well if one links is dead you could say evershrinking list .(a reply on someone question who is using Ubuntu)
serengeor:
Bullet is good to go on lots of platforms, for Unix you should probably choose sdk that is with unix line endings, and there should be no problems(I tried it on ubuntu 10.04, and It worked out of the box).
If you have a question about wich one you should use, ask here. Answered questions will be editted in this top message.
*) at least not yet. How to add them to the poll? Guess once in a while the poll should be recreated (in this thread) because once voted I can't change it, didn't knew that. Maybe not a bad idea as the outcome will be more alive .