Which is better to use?

Posted By: Gho5tFac3K1llah

Which is better to use? - 10/09/06 20:25

I'm just wondering, but what is better to use for physics. The Physics engine in Pro, or Newton?
Posted By: fogman

Re: Which is better to use? - 10/09/06 22:01

As in many cases, it depends on what you want to do. For real car physics I would use A6 physics, for stucking objects, I eventually would use Newton. Newton do not (yet) offer polygonal collision detection, A6 physics is a bit slow.

I personally find A6 physics easier to use.
Posted By: PHeMoX

Re: Which is better to use? - 10/10/06 12:37

I have to admit I haven't used Newton very long, but it gave me quite some trouble. The main disadvantage probably was the outdated script in it, not the physics itself. After a while though I bought A6 pro and it took me some time to get used to that too. A6 physics needs a lot of tweaking to make it just right, which can be somewhat a problem. All in all, both are actually great when you get the hang of it, but I prefer the A6 pro physics, because basically physics works with just a few lines of code there and the manual provides good examples. I have to add though, that with a bit more research of the documents that go with Newton Game Dynamics, similar results can be achieved ...

I doubt wether or not Newton is actually faster btw, I've done some testing with the same amount of entities and different physics systems and the fps difference was less than 5 frames per second, actually in favor of 3dgs's physics engine ...

Cheers
Posted By: Gho5tFac3K1llah

Re: Which is better to use? - 10/10/06 20:53

So would it be better to try out a different Physics engine than to use the one with Pro or Newton?
Posted By: slacer

Re: Which is better to use? - 10/13/06 19:31

Since you own Pro already, you should use its own Physics Engine which is btw. based on ODE. Start with something simple...

You would need to spend more time if you have to integrate a different PE into GameStudio.

I have used the GameStudio Physic in a few projects. Sometimes it is neccessary to fake the physics if you find too different behavior on very slow and very fast machines. Depends on your type of game, too.

-- slacer
Posted By: Gho5tFac3K1llah

Re: Which is better to use? - 10/14/06 18:30

Thanks for the reply slacer. The only reason I wanted to implement a 3rd Party physics engine was for people that commercial and below. But, the first SDK I looked at, which was the nV Physics, baffled me. Its very confusing, for me that is.
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