hymerman
05-01-2007 23:52:34
Just a quick question: is it possible to have an arbitrary mesh as a dynamic object? By the looks of things, using this 'TreeCollision' class is the only way to use meshes, and I read in some header file somewhere that the requirement is that they have infinite mass, and are hence immovable. Am I right?
If so, I need to find another physics library, which is more stable than ODE (through OPAL) and more flexible than Newton - I've tried both. What do you reckon, Bullet, NovodeX or Tokamak?
OvermindDL1
06-01-2007 00:56:02
Er... I don't think any other one is more stable and flexible then Newton. Newton is just slower because it is more careful (although the next version includes some very nice multi-core speed enhancements). Newton is by far the most flexible because of the material and joint callback systems... Nothing else compares...
hymerman
06-01-2007 01:19:37
Yup, I know it's very accurate and all, and the speed doesn't bother me, but I can't really call it flexible when it doesn't have the main feature I want.
Having said that though, I've spent quite some hours searching for an alternative, and the only one I can find that does this whilst not costing the earth is ODE. So, I'm going back to using OPAL, and I'm just going to hope I can figure out how to make it a little more stable.
I should also mention what an absolute joke Tokamak is - take a look at the forum or API docs and you'll see what I mean

How can people take it seriously?
OvermindDL1
06-01-2007 15:23:02
What features are you referring to? The systems Newton exposes allow you to build just about anything, thus so you can optimize for your specific need, rather then have everything and the kitchen sink built in.
hymerman
07-01-2007 14:51:59
I need to have a mesh that's not static

As far as I can see, Newton (and nearly everything else other than ODE) only allow meshes that are static, which isn't good enough in my case. Approximating the mesh with convex shapes also isn't suitable, since it is essentially a heightmap (though a moveable one), and would require a
lot of bodies to do this.
OvermindDL1
10-01-2007 08:09:18
If you are programatically moving a treecollision then that works fine. Treecollisions just mean they are static to the scene, in other words, other objects will not move them through the physics engine.