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DarkBASIC Professional Discussion / Best type of physics?

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madmaz
17
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Joined: 14th Mar 2009
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Posted: 22nd Jun 2011 11:43
Hello TGA comunity.

I've been playing about with the Newton Physics wrapper, and I started to wonder if it's actualy faster to use than actualy programing the whole thing. I ask that question since I went through the Limit Rush tutorial and Binary Moon did an exelent job with the physics. It run ok mainly because I think it was all done internaly, But with Newton's Physics it seens to run slow.

I was just want some of your opinions, since I think that in actual computer terms there is not much of a diference.

Programing is not as easy as it seems at first... the learning is never really over...
tiresius
23
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Joined: 13th Nov 2002
Location: MA USA
Posted: 22nd Jun 2011 14:51
Each physics engine has its strengths and weaknesses. It somewhat depends on what type of game you are making. ODE, Havok, Ageia, Newton. Those are the 4 main ones, I think. Everyone has their favorite.

I use Newton because I have no idea how to simulate real physics (joints, complex collision) with a raw collision system like Sparky's. If you know how to do that, more power to ya!


A 3D marble platformer using Newton physics.
Indicium
18
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Posted: 23rd Jun 2011 12:40
Saints Row 2 uses the Havok physics library I think, and that's my favourite physics sandbox game to just mess about with. So if I was given a choice I'd go down that route.

baxslash
Valued Member
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19
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Posted: 23rd Jun 2011 13:04
There isn't currently a finished wrapper for havok although a few have started them. I would probably use Newton or ODE for the time being and wait for Matty H to finish his PhysX wrapper (he just made the Dark Imposters plugin). I'm using a Beta version and it's looking pretty good. You should be able to make any kind of vehicle using his wheel objects (including bikes and tanks). It's more flexible than DP in my opinion but unfinished at the moment.

He said he's starting a WIP thread for it soon so I'm sure he won't mind a small mention...

TheComet
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Location: I`m under ur bridge eating ur goatz.
Posted: 23rd Jun 2011 13:31
Portal and Portal 2 use Havok

TheComet

baxslash
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Posted: 23rd Jun 2011 13:38
Quote: "Portal and Portal 2 use Havok"

They aren't written in DBP though

I think the question is whether it's best to use an existing wrapper or write your own? My thoughts were to use a wrapper unless you are Einstein's smarter brother...

GregA
15
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Posted: 23rd Jun 2011 23:11
I hope Im not stating the obvious...

But if you are having trouble with physics, get Blender yesterday and start playing with its physics systems (has two different paths to physics) and in two weeks tops, you will have enough of an understanding of how physics systems work that you will be supercharged in every physics library that you look at...

IMHO.
Travis Gatlin
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Location: Oxford, Alabama
Posted: 6th Jul 2011 21:07
Uhh, not so sure about that, i'm pretty sure Blender's physics are easier to use than Newton or Havok, All you have to do in Blender to make a Rigid Body is to select it on a scroll down bar, in Newton, it takes 30+ lines of code just to get 1 rigid body and i'm sure it takes more than that in the Havok libraries.

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Neuro Fuzzy
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Posted: 6th Jul 2011 23:02
Quote: "Uhh, not so sure about that, i'm pretty sure Blender's physics are easier to use than Newton or Havok, All you have to do in Blender to make a Rigid Body is to select it on a scroll down bar, in Newton, it takes 30+ lines of code just to get 1 rigid body and i'm sure it takes more than that in the Havok libraries."


I haven't done what GregA suggested, but I don't think he was talking about code specifically. There's lots of other stuff like Moment of Inertia, impulse, center of gravity, and of course joints. If you're familiar with how these work, then programming them will be solely a matter of figuring out which commands to use, instead of what the commands do.


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TuPP3
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Posted: 6th Jul 2011 23:18
We would really need Newton wrapper updated to 2.XX, that would make a obvious choice for the best physics engine imo.
If someone just knew how to code C++ and update the 1.53...
DevilLiger
22
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Joined: 21st Nov 2003
Location: Fresno,CA,USA
Posted: 7th Jul 2011 00:06
Quote: "We would really need Newton wrapper updated to 2.XX, that would make a obvious choice for the best physics engine imo.
If someone just knew how to code C++ and update the 1.53...
"


yeah, someone should. my last project was many like years ago and i used newton for it at the time. it had good hover car physics that was done well. even though to me it drove like a fast motor boat. lol

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