ogrenewt vs newt

yuriythebest

14-01-2008 21:57:02

please help me alleviate my confusion. What should a beginner use to add physics to ogre- newton or ogreNewt? At first I thought they were the same thing but now seems they're not and I'm really confused. This tutorial here is for adding newton to ogre:

http://www.ogre3d.org/phpBB2/viewtopic. ... 6f4e2718c6

but if newton can be added to ogre that easily what's the point of ogrenewt?

nullsquared

14-01-2008 22:02:19

OgreNewt is to get you easily started with Ogre + Newton. Because otherwise you'd have to write all of your own routines to manage syncing of physics and graphics, extracting collision info, and so on.

walaber

14-01-2008 22:12:16

OgreNewt is just a wrapper for Newton that lets you get almost all of Newton's functionality in a nice C++ set of classes that already use the various datatypes from Ogre (mostly Ogre::Vector3, Ogre::Quaternion, Ogre::Real).

it handles conversion between matrices and Quaternions for you, and also has several helper classes to make it easy to get collision shapes from Ogre Entities (Meshes).

but yes, you do not NEED OgreNewt to use Newton with Ogre. it just makes it easier (hopefully, otherwise it was a big waste of time).

yuriythebest

14-01-2008 22:44:04

cool thanks for the info!