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Re: Which is better to use?
[Re: Gho5tFac3K1llah]
#93740
10/09/06 22:01
10/09/06 22:01
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Joined: Apr 2005
Posts: 4,506 Germany
fogman
Expert
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Expert
Joined: Apr 2005
Posts: 4,506
Germany
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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.
no science involved
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Re: Which is better to use?
[Re: fogman]
#93741
10/10/06 12:37
10/10/06 12:37
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Joined: Sep 2002
Posts: 8,177 Netherlands
PHeMoX
Senior Expert
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Senior Expert
Joined: Sep 2002
Posts: 8,177
Netherlands
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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 The main disadvantage probably was the outdated script in it, not the physics itself.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
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