Am working on a heavily physics-dependant Irrlicht-based game, and am wondering which physics library, of PhysX, ODE, Bullet, or others, is the easiest to integrate with Irrlicht?
Accuracy and speed are not heavy factors at this point, am still in prototyping stages.
My specific needs at the moment:
- Ability to pick up, drop, throw, arbitrary (though mostly cube based) objects with realistic reactions. (Earliest milestone)
- Ability to simulate the physics of flying and ground based vehicles with some degree of accuracy. (Later development)
- Ability to simulate binding one object to another in different ways, ie with rope, welding, etc. (Far later development)
Which physics library is easiest to integrate into irrlicht?
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Re: Which physics library is easiest to integrate into irrli
I find bullet physics engine pretty easy to integrate, requires minimal code. With others I can't really say, but I've seen people complain more about other engines.
You should probably just try yourself every engine that can do what you need.
You should probably just try yourself every engine that can do what you need.
Working on game: Marrbles (Currently stopped).
Re: Which physics library is easiest to integrate into irrli
Newton requires less setup, and uses the same matrix format as Irrlicht, but it is less accurate than others, like Bullet or Physx
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
Re: Which physics library is easiest to integrate into irrli
From my side I can say that Bullet is really easy to integrate
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Re: Which physics library is easiest to integrate into irrli
Here's a small Hello World program using Bullet. See for yourself how easy it is.
"Whoops..."
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Re: Which physics library is easiest to integrate into irrli
Bullet or Newton then, leaning Bullet.
Thanks guys! That was very helpful.
Thanks guys! That was very helpful.
Re: Which physics library is easiest to integrate into irrli
For me, Newton is easy to use, and it requires less time to learn.
Re: Which physics library is easiest to integrate into irrli
We are currently working on a Heavy Physics dependent game. And while we built our Game engine using Irrlicht, we opted to use a wrapper for many Physics engines so we can check the performance on different engines. We integrated Bullet 2.8, Physx 3.2.1, Tokamak and started working on Newton and ODE.
Shorting the engines:
Easy Setup:
100/100: Newton
97/100: Bullet
90/100: Physx
50/100: Tokamak
Performance:
100/100: Bullet (using multi-threading and some optimizations)
97/100: Physx (out of the box)
Features:
100/100: Physx
85/100: Bullet
80/100: Newton
50/100: Tokamak
Cross-platform:
100/100: Bullet
100/100: Tokamak
100/100: Newton
75/100: Physx
Overall Satisfaction:
100/100: Bullet
99/100: Physx
50/100: Tokamak
Note:
Tokamak: Forget him, if you use convexHull shape or irregular shapes. Otherwise, he's quite stable in stacking however inaccurate.
ODE: We we not really happy about the performance. Its not comparable with other engines.
Physx: The only engines with very good particle system.
Our choice: Bullet with cross-platform with high priority. And we'll definitely look to work with Physx in our next projects.
Edit:
Forgot to mention, all our tests were don't only under software version of Physx in both Mac and Windows.
Shorting the engines:
Easy Setup:
100/100: Newton
97/100: Bullet
90/100: Physx
50/100: Tokamak
Performance:
100/100: Bullet (using multi-threading and some optimizations)
97/100: Physx (out of the box)
Features:
100/100: Physx
85/100: Bullet
80/100: Newton
50/100: Tokamak
Cross-platform:
100/100: Bullet
100/100: Tokamak
100/100: Newton
75/100: Physx
Overall Satisfaction:
100/100: Bullet
99/100: Physx
50/100: Tokamak
Note:
Tokamak: Forget him, if you use convexHull shape or irregular shapes. Otherwise, he's quite stable in stacking however inaccurate.
ODE: We we not really happy about the performance. Its not comparable with other engines.
Physx: The only engines with very good particle system.
Our choice: Bullet with cross-platform with high priority. And we'll definitely look to work with Physx in our next projects.
Edit:
Forgot to mention, all our tests were don't only under software version of Physx in both Mac and Windows.
Last edited by codetiger on Sat Nov 03, 2012 4:46 am, edited 1 time in total.
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Re: Which physics library is easiest to integrate into irrli
Never forget:
http://semiaccurate.com/2010/07/07/nvid ... physx-cpu/
So if you use PhysX, only users with Nvidia GPUs will get good speed out of it.
edit: Nvidia users on Windows. I know they don't accel physx under linux, and don't think they do under mac.
http://semiaccurate.com/2010/07/07/nvid ... physx-cpu/
So if you use PhysX, only users with Nvidia GPUs will get good speed out of it.
edit: Nvidia users on Windows. I know they don't accel physx under linux, and don't think they do under mac.
Re: Which physics library is easiest to integrate into irrli
Ya and sometime PhysX does not work at all when an amd gpu is detected.
And bullet is devlopping a multi platform gpu acceleration based on OpenCL.
And bullet is devlopping a multi platform gpu acceleration based on OpenCL.