Game Development Community

Experienced advice requested (dynamic body physics game)

by Wietse Van Aerde · in Game Design and Creative Issues · 03/05/2008 (7:41 am) · 5 replies

For those who've actually dug deep into a physics engine.

Seen how the trend of todays frontline-games start to show more and more, sandbox-like game concepts and 'fun with physics' genres, I believe it may proof a good move to base the next game around this.

The game concept I'm thinking off will need to be able to 'break' objects.
Upon breaking, sub-objects will need to be spawned.
Short lived, high quantity objects need to be supported.
All objects have their own properties but share a basic ruleset that set their behaviour.

Who has worked with physics engines which had to deal with high quantity simulations?

list of Physics engines I've got my eyes on are:
Tokamak physics engine
Open Dynamics Engine
Havok Physics
Newton Dynamics
nV Physics SDK


I'm starting to think it doesn't matter that much which you choose since it all requiers optimizing your project to the framework the engine offers.
I need to piggyback my decision on someone else's experience.

About the author


#1
03/05/2008 (8:10 am)
My recommendation would be to abstract the framework for the physics engine.
and implement as many of them as you want as plugins

this has been done before, and the "wrapper" produced is available open source.

the reason is you probably will not be happy untill you have looked into a few.
because each of them listed are different with different strengths.

But, Newton seems to be able to handle pretty high quantity.

Ogre has alot of these ready to plug and also can utilize this wrapper, would not take you long to check it out there.
#2
06/16/2008 (4:58 pm)
Here try a 3d engine called dx studio that feature is built-in to the engine already.

If you are unsatisfied with the engine's default physics variables you can manipulate them easily through script.

This engine has both bullet physics engine and physX built-in already.
#3
06/16/2008 (5:00 pm)
By the way it's free to use with certain limitations but if create a small game with it, enter it into a dx studio community based competition and win you can win a professional license for it.
#4
06/20/2008 (8:40 am)
I don't think DX Studio's benefit is the physics, but in the workflow. Physics reactions slow it down significantly (as with most implementations). But it is easy to work with and get into, though I really don't like the modeling interface.

Fun engine, though. The dev's have put a lot of time into it and have a solid product. I haven't used the newest version to see if there is a speed increase with physics or not.
#5
06/20/2008 (4:55 pm)
In the new version the physics calculation of the engine is alot more streamlined.

With dx studio the modelling part of it is better done with a thrid party modeller like max, maya, xsi, etc..........

But it's good areas are mainly related to scripting and world editing.

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If torque does not do what you want, why not try the C4 engine.

It does not have a scripting language it's all C++ but it is making good progress as regards in game physics.

The creators of the engine are working on alot of new innovative ways to implement in game physics. I got the downlow from the creators myself but i cannot talk on this forum.

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Believe me it is going to be the next generation of in game physics.

Totally!!!