Physics engine with OgreDotNet

Tempest

13-11-2005 17:07:24

Are there any physics engines that can readily be used with OgreDotNet? I've seen Opal, and such, for C++, but I wanted to see if something was already available for OgreDotNet.

Is there built-in collision detection for terrain, or is a physics engine required?

EagleEye

14-11-2005 03:06:08

There is a physics plugin that works with Ogre... it shouldn't have to be wrapped. The name eludes me right now though.

GravitySpec

14-11-2005 20:04:38

ODE?

EagleEye

14-11-2005 20:17:44

Yeah, that's it.

The really cool thing about this wrapper is that Ogre accepts plugins that don't have to be wrapped. The Paging Landscape Scene Manager (PLSM) is a plugin that works natively with Ogre. I would assume it's the same thing with ODE... if not, then we'll have to start wrapping ODE as well.

There IS an ODE folder in the OgreSDK/Includes folder... so maybe it does need to be wrapped as well. I'm not really sure yet. I haven't gotten to the point where I need physics in my own game.

See, the way I'm approaching this is I'm wrapping what I need for my own game as I find the need for it. I wanted to get the GUI stuff done first, so I could interact with my server and such first... after that, I'm planning on getting PLSM to work... once I'm actually adding 3D objects in to my world, I'll probably get to the ODE thing and see how that all works. :)

GravitySpec

14-11-2005 20:28:13

If using the native ODE for Ogre doesn't work out.

This site for ODE.NET wrapper seemed interesting.
http://www.thejamesrainenetwork.co.uk/ODE/ode.html

I found this not too long ago and looked interesting.

Sinjaph

14-11-2005 20:43:00

There is another wrpper for ode called TAO: http://www.mono-project.com/Tao

It wraps Devil, openAL, OpenGL and SDL as well