Farinorco
21-03-2007 02:54:28
Hello, I'm making a game engine (well, actually a framework to put a bunch of libraries together, you know, Ogre and some others for sound, physics, etc) for a game, and I've done some heavy internet (and forum) researching about which physic engine I could chose, but I still have some doubts about it. At first sight, Newton seems the most atractive option to me (that's why I'm here! ) but I wish to know a little bit more about some drawbacks that I've read:
1) Objects moving at high velocity + collision detection: I've read in several places that objects moving at a "very high speed" often go through other rigid thin objects (like a wall) and doesn't collide with them. But what does "very high speed" exactly mean? A car, maybe a F-1, through a wall? Maybe something more like a firegun projectile? faster than that? slower?
2) Capability to handle a high number of objects: I've read that Newton is particularly bad when it have to deal with lots of objects because its solver has at least a O(n^2) complexity - I asume that the usual is O(n) or so?. In practise, how much impact can have on the game's overall performance? Does it make Newton a bad choice when you have to deal with a high number of objects? If so, what is exactly a high number of objects? Dozens, hundreds, thousands? Is this issue only related to movable (through physic simulation) objects, or also to static collidable objects?
3) Overall performance: aside from the former, how is the overall performance of Newton? As far as I know, it's not its best characteristic, but does it result in a noticeably slower game's framerate than other physic engines as ODE or Bullet? Or shouldn't I worry about that?
Also, I'd estimate any other thing that any of you want to emphasize about Newton with regard to any other physic engine you have used, or about your own experiences with Newton (both possitive and negative ones).
Lots of thanks for reading all this, and lots more for any answer you give me... and sorry for being sooooo boooooring...
1) Objects moving at high velocity + collision detection: I've read in several places that objects moving at a "very high speed" often go through other rigid thin objects (like a wall) and doesn't collide with them. But what does "very high speed" exactly mean? A car, maybe a F-1, through a wall? Maybe something more like a firegun projectile? faster than that? slower?
2) Capability to handle a high number of objects: I've read that Newton is particularly bad when it have to deal with lots of objects because its solver has at least a O(n^2) complexity - I asume that the usual is O(n) or so?. In practise, how much impact can have on the game's overall performance? Does it make Newton a bad choice when you have to deal with a high number of objects? If so, what is exactly a high number of objects? Dozens, hundreds, thousands? Is this issue only related to movable (through physic simulation) objects, or also to static collidable objects?
3) Overall performance: aside from the former, how is the overall performance of Newton? As far as I know, it's not its best characteristic, but does it result in a noticeably slower game's framerate than other physic engines as ODE or Bullet? Or shouldn't I worry about that?
Also, I'd estimate any other thing that any of you want to emphasize about Newton with regard to any other physic engine you have used, or about your own experiences with Newton (both possitive and negative ones).
Lots of thanks for reading all this, and lots more for any answer you give me... and sorry for being sooooo boooooring...