Best Physics engine to integrate in irrlicht(physx ||bullet)

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Best Physics engine to integrate in irrlicht(physx ||bullet)

Postby Lil Margin » Fri Nov 13, 2009 10:36 pm

Hey guys,
I was thinking of which physics engine is best for me to use with irrlicht and i could not came up with a decision so i cam here...

I want to know which physic engine license benefits me more
and which one is the best in the physics calculation.
Lets say you wanna make a car game(commercial) which engine would you recommend?
Thanks in advanced.


PS:when you suggest a physics engine pleas give a valid reason why to choose one physics engine over the other.
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Postby 3DModelerMan » Sat Nov 14, 2009 2:23 am

I've been using bullet and it's much easier than anything else I've tried so far. And bullet has two racing games coming out, so it must have good car physics...
That would be illogical captain...

My first full game:
http://www.kongregate.com/games/3DModelerMan/replicator#tipjar
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Postby randomMesh » Sat Nov 14, 2009 7:13 am

I tried both ODE and Bullet, both are nice. But i think bullet is easier to use for beginners, too.

Btw. the users list of ODE is impressive too.
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Postby erwincoumans » Sat Nov 28, 2009 3:15 pm

Bullet uses the same license as Irrlicht, the Zlib license. That is a much better license than the closed source PhysX license.

The vehicle example in the Bullet SDK is meant as a starting point, but you are expected to write most of the vehicle implementation yourself: most commercial games use their own vehicle implementation, even if they use Havok, PhysX, Bullet or ODE for the rigid body dynamics.
In case you want to start with the Bullet btRaycastVehicle, I recommend reading this doc and using the forums for further vehicle help:
http://docs.google.com/Doc?docid=0AXVUZ ... 4Zmo&hl=en
(doc was written by developer of Hotwheels and Madagascar Kartz. There is also an open source game, http://www.extremetuxracer.com, using Bullet and Irrlicht.

Cheers,
Erwin
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