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IrrPAL - physics engine wrapper

Posted: Tue Nov 17, 2020 12:06 am
by netpipe
working on collecting and integrating more engines.

early work on integration, ODE only sofar compiles for linux using codeblocks.

https://github.com/netpipe/IrrPAL

would appreciate any thoughts on using pal, it seems to support many physics engines.

Re: IrrPAL - physics engine wrapper

Posted: Tue Nov 17, 2020 10:37 am
by CuteAlien
I can think of 2 use-cases. First one is that seeing the code make it easier to figure out how to integrate physic engines with Irrlicht. Second one is for a quick first comparison of the speed of different engines.

For real projects I wouldn't use a wrapper around physics engine.

Re: IrrPAL - physics engine wrapper

Posted: Tue Nov 17, 2020 3:43 pm
by netpipe
it would be hard to beat bullet i figure but its still neat that you can use other physics engines to accomplish alot of the same things. the wrapper system is very neat and could lead us to new paths with physics engines the ability to change them during load time sounds very interesting also can completely change gameplay with one line change. also makes benchmarks easier like you say.

Re: IrrPAL - physics engine wrapper

Posted: Tue Nov 17, 2020 4:57 pm
by netpipe
https://youtu.be/IhOKGBd-7iw?t=23 shows tokamak as the winner

Re: IrrPAL - physics engine wrapper

Posted: Sun Mar 14, 2021 7:39 am
by GameDude
Looks neat. I agree that Bullet would be hard to beat. Would this be easy to compile under Windows using Codeblocks convert feature? Like is there anything that would make it hard to compile under Windows without a few adjustments?

Re: IrrPAL - physics engine wrapper

Posted: Mon Mar 15, 2021 11:37 am
by netpipe
should work ive only compiled for linux sofar.