Physics Wars
by Duey Oxburger · in General Discussion · 11/03/2010 (4:05 am) · 8 replies
Lads,
Is it possible to develop a game in T3D that supports hundreds of physical collisions simultaneously? I have an interesting idea for a game that would require a high number of continuos collisions.
Which physics engine would best suited for such an attempt? Why? Which should I avoid?
What is your favorite physics engine to develop with and why?
Thanks,
-Duey (Animator... new to Physics) >B^*
Is it possible to develop a game in T3D that supports hundreds of physical collisions simultaneously? I have an interesting idea for a game that would require a high number of continuos collisions.
Which physics engine would best suited for such an attempt? Why? Which should I avoid?
What is your favorite physics engine to develop with and why?
Thanks,
-Duey (Animator... new to Physics) >B^*
About the author
#2
- is it possible; yes.
- will it run at decent fps; that depends on the graphics card in use.
- is this feasible for a profit making game in this day and age, while using T3D; possible but not likely due to target demographic.
The PhysX implementation is faster than the Bullet implementation in T3D. Unless you plugin a physics lib on your own, then I would choose PhysX for this project.
I suggest using simple collision volumes as much as possible(BOXes - an obvious thing). You would still have to target high end cards simply because T3D is a budget engine...and budget engines don't push out commercial engine performance levels. You may even need to specifically target physics hardware(think Nvidia cards 480+ and up for better performance for something like this).
- Good luck and let us know how development goes!
P.S. I have used: Havok, PhysX, Newton, Bullet, & a few others in commercial development projects. I really don't have a favorite.
P.S.S. One good thing about making a game like this is getting the work done now..so that as cards become better and better, you can release and re-release the game with different eye candy. So I say; make-it and re-make-it and repeat!
11/05/2010 (7:16 pm)
I was waiting for the devs to answer so that you could get more precise feedback.- is it possible; yes.
- will it run at decent fps; that depends on the graphics card in use.
- is this feasible for a profit making game in this day and age, while using T3D; possible but not likely due to target demographic.
The PhysX implementation is faster than the Bullet implementation in T3D. Unless you plugin a physics lib on your own, then I would choose PhysX for this project.
I suggest using simple collision volumes as much as possible(BOXes - an obvious thing). You would still have to target high end cards simply because T3D is a budget engine...and budget engines don't push out commercial engine performance levels. You may even need to specifically target physics hardware(think Nvidia cards 480+ and up for better performance for something like this).
- Good luck and let us know how development goes!
P.S. I have used: Havok, PhysX, Newton, Bullet, & a few others in commercial development projects. I really don't have a favorite.
P.S.S. One good thing about making a game like this is getting the work done now..so that as cards become better and better, you can release and re-release the game with different eye candy. So I say; make-it and re-make-it and repeat!
#3
Thanks Again...
D
11/05/2010 (8:55 pm)
Thanks for the response. Oddly, I have an ATI 5850 card in my machine, which brings up another question... does PhysX have an issue running on non-NVidia cards?Thanks Again...
D
#4
www.tomshardware.com/news/phyx-ageia-x87-sse-physics,10826.html
11/05/2010 (9:19 pm)
I suggest you google and read..www.tomshardware.com/news/phyx-ageia-x87-sse-physics,10826.html
#5
11/07/2010 (5:03 pm)
So, seeing as I have an ATI card that would make devloping with PhysX impossible... correct?.
#6
11/07/2010 (7:34 pm)
no. It would simply not perform as well because the calculations would move from a dedicated portion of an Nvidia GPU, to the system CPU.
#7
11/07/2010 (7:39 pm)
Okay, well do you guys have any recomendations for the remaining physics engines: Havok, Bullet, Newton, others?... And is there any Torque deocumentation on how to integrate these engines?
#8
11/07/2010 (7:57 pm)
Bullet works rather well with Torque, but as already noted the implementation of it in Torque3D isn't as fast as PhysX -- might not be much of a tradeoff though given your performance concern over the usage of PhysX with an ATI GPU.
Torque Owner Duey Oxburger
Any feedback on this?...
Thanks
D