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GremlinX

Car Simulation Physics Engine: ODE vs Newton (and others)

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I am currently at the early stages of designed a car racing sim, and I have started implementing ODE to handle the physics. I am planning on using spheres as the wheels and a trimesh as the ground (track) and the objects. Can anyone give any feedback on whether I made the right decision, or if I should be going in a different direction? Does anyone have any thoughts on different physics engines (Newton, NovodeX... etc) for this application? Thanks

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Guest Anonymous Poster
I believe that Newton has a built in vehicle joint, not sure if others offer such functionality. Might be the quickest way to get things moving (no pun intended).

Check out the Newton samples - which basically start with the idea you've described.

C

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I have never used any prepackaged physics engine, however I have attempted to build a car racing physics simulation by myself in the past. if i could go back in time and redo it, the approach you just detailed is exactly the angle I would approach it as.

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