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Choosing Physics Engine


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#1 Medo3337   Members   -  Reputation: 676

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Posted 30 June 2012 - 01:43 AM

I am building a game engine and came to using Physics and I am not sure which Physics Engine is the best to use for commercial first-person shooter game.

I need suggestion on which Physics Engine is better for first-person shooter commercial game and why.

Consider that I also prefer a physics engine that will save time.

All the meshes I have is stored through a class instance.

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#2 riuthamus   Moderators   -  Reputation: 5671

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Posted 30 June 2012 - 02:48 AM

might want to announce what platform your developing with. XNA, SlimDX, Unity?

#3 Radikalizm   Crossbones+   -  Reputation: 2943

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Posted 30 June 2012 - 03:42 AM

A physics engine has absolutely nothing to do with the graphics API you're using, so I'm not quite sure why you're posting this in the DirectX forum.

Have you done any research on this matter yourself? There are lots of physics libraries out there, and we'll need more information than "first persoon shooter" and "has to save time".
Also, I don't see what your mesh storage mechanism has to do with this?

I gets all your texture budgets!


#4 Medo3337   Members   -  Reputation: 676

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Posted 30 June 2012 - 10:56 AM

I have done research, I am not quit sure which one is the best for First Person Shooter game and DirectX 9.

#5 Krohm   Crossbones+   -  Reputation: 3190

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Posted 03 July 2012 - 04:26 AM

I'm sold on bullet. While it has less features (and unfortunately, somewhat less performance) than PhysX the license is very liberal and fully open source. Besides the library itself, there is a lot of extra helper code as well. I think it's the best all-around.

For the stuff that comes at no cost. No idea about Havok or others.

Also, I don't see what your mesh storage mechanism has to do with this?

Probably because he wants to make the meshes solid.




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