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Which is better to use? #93739
10/09/06 20:25
10/09/06 20:25
Joined: Sep 2005
Posts: 514
USA
Gho5tFac3K1llah Offline OP
Developer
Gho5tFac3K1llah  Offline OP
Developer

Joined: Sep 2005
Posts: 514
USA
I'm just wondering, but what is better to use for physics. The Physics engine in Pro, or Newton?

Re: Which is better to use? [Re: Gho5tFac3K1llah] #93740
10/09/06 22:01
10/09/06 22:01
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline
Expert
fogman  Offline
Expert
F

Joined: Apr 2005
Posts: 4,506
Germany
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
Re: Which is better to use? [Re: fogman] #93741
10/10/06 12:37
10/10/06 12:37
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
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 The main disadvantage probably was the outdated script in it, not the physics itself.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


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Which is better to use? [Re: PHeMoX] #93742
10/10/06 20:53
10/10/06 20:53
Joined: Sep 2005
Posts: 514
USA
Gho5tFac3K1llah Offline OP
Developer
Gho5tFac3K1llah  Offline OP
Developer

Joined: Sep 2005
Posts: 514
USA
So would it be better to try out a different Physics engine than to use the one with Pro or Newton?

Re: Which is better to use? [Re: Gho5tFac3K1llah] #93743
10/13/06 19:31
10/13/06 19:31
Joined: Jan 2004
Posts: 2,062
Hamburg, Germany
slacer Offline
Expert
slacer  Offline
Expert

Joined: Jan 2004
Posts: 2,062
Hamburg, Germany
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

Re: Which is better to use? [Re: slacer] #93744
10/14/06 18:30
10/14/06 18:30
Joined: Sep 2005
Posts: 514
USA
Gho5tFac3K1llah Offline OP
Developer
Gho5tFac3K1llah  Offline OP
Developer

Joined: Sep 2005
Posts: 514
USA
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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