Niosop Posted December 14, 2009 Share Posted December 14, 2009 I'm just curious as to why Newton was chosen as the physics library. Was it features, ease of integration, size, personal preference? Not complaining, we can use our own if we feel like it, and Newton seems to work great, I was just comparing Havok, Bullet, PhysX, ODE and Newton and was wondering what factored into your decision Josh. Quote Windows 7 x64 - Q6700 @ 2.66GHz - 4GB RAM - 8800 GTX ZBrush - Blender Link to comment Share on other sites More sharing options...
TylerH Posted December 14, 2009 Share Posted December 14, 2009 Politics. Quote nVidia 530M Intel Core i7 - 2.3Ghz 8GB DDR3 RAM Windows 7 Ultimate (64x)----- Visual Studio 2010 Ultimate Google Chrome Creative Suite 5 FL Studio 10 Office 15 ----- Expert Professional Expert BMX Programmer ----- Link to comment Share on other sites More sharing options...
Josh Posted December 14, 2009 Share Posted December 14, 2009 Newton is far more stable than PhysX, ODE, Havok, etc., because it is based on real physics equations and does not cut corners. I also have a good link to the developer, and have gotten a few features implemented specially. For example, PhysX does not have any kind of dynamic heightfield body, so our dynamic terrain and editor would be impossible with it. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
TylerH Posted December 14, 2009 Share Posted December 14, 2009 I don't see how you can comment on Havok. ODE, PhysX, and Havok are all based on real physics equations too, they are called iterative solvers. Quote nVidia 530M Intel Core i7 - 2.3Ghz 8GB DDR3 RAM Windows 7 Ultimate (64x)----- Visual Studio 2010 Ultimate Google Chrome Creative Suite 5 FL Studio 10 Office 15 ----- Expert Professional Expert BMX Programmer ----- Link to comment Share on other sites More sharing options...
Niosop Posted December 14, 2009 Author Share Posted December 14, 2009 Well, all of them are based on the same equations, and none of them do "real" physics. They all have to cut corners or it wouldn't be real time physics system. But if you have a good relationship with the developer then that's the best reason of all. Your engine is only as good as the pieces that make it up, so if you can get fixes and features pushed through faster then that would be my choice as well Quote Windows 7 x64 - Q6700 @ 2.66GHz - 4GB RAM - 8800 GTX ZBrush - Blender Link to comment Share on other sites More sharing options...
TylerH Posted December 14, 2009 Share Posted December 14, 2009 I don't mean to be a jerk, but we had to go through about 15 versions of the engine where joints and vehicles were constantly added and them removed again, so the stability of Newton is highly questionable. Quote nVidia 530M Intel Core i7 - 2.3Ghz 8GB DDR3 RAM Windows 7 Ultimate (64x)----- Visual Studio 2010 Ultimate Google Chrome Creative Suite 5 FL Studio 10 Office 15 ----- Expert Professional Expert BMX Programmer ----- Link to comment Share on other sites More sharing options...
Niosop Posted December 14, 2009 Author Share Posted December 14, 2009 Ow, glad I missed out on that fun. Quote Windows 7 x64 - Q6700 @ 2.66GHz - 4GB RAM - 8800 GTX ZBrush - Blender Link to comment Share on other sites More sharing options...
TylerH Posted December 15, 2009 Share Posted December 15, 2009 Not to discourage. It has been much more stable now, but I think a physics engine developed by a subsidiary of Intel Corporation is 100x better than anything Julio Jerez is going develop as a Hobby Project in his SPARE time. Those are my only comments on the matter. I know Leadwerks is firm set in their decision on Newton, I will just see if I can pursue there being a non-physics-at-all branch of the engine for those wishing to do Physics and even Animation via a 3rd party library. Quote nVidia 530M Intel Core i7 - 2.3Ghz 8GB DDR3 RAM Windows 7 Ultimate (64x)----- Visual Studio 2010 Ultimate Google Chrome Creative Suite 5 FL Studio 10 Office 15 ----- Expert Professional Expert BMX Programmer ----- Link to comment Share on other sites More sharing options...
Niosop Posted December 15, 2009 Author Share Posted December 15, 2009 Yeah, using Havok physics and animation would be really cool. Wouldn't just never calling UpdateWorld effectively disable the physics engine? I know there would still be some leftovers around (loading .phy files, useless dependancy on newton.dll, etc) but it shouldn't affect performance any, right? Haven't worked w/ Havok Animation before though, so not sure how much work that would be to integrate or if there'd be any conflicts. Anyways, for now I'm going to work w/ Newton, and I think it will be more than adequate for my current project. If I ever need cloth simulation or something I may try and integrate. Although the Havok animation retargeting would be really nice to have right now Quote Windows 7 x64 - Q6700 @ 2.66GHz - 4GB RAM - 8800 GTX ZBrush - Blender Link to comment Share on other sites More sharing options...
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