[Solved] Should i use OgreNewt ?

almondega

12-12-2008 19:15:50

Hi, for now i'm using NxOgre (PhysX)
that has (or had) all that i need

it was:
Convex Physic (using the .mesh to create a physic model)
CCD (Continuous Collision Detection)
Contact Callbacks

i'm in a team to create a FPS game, the project is called Bullets Project
we are about to start programming the game (i already wrote a few codes for the game engine using NxOgre)
but, since NxOgre is going to a new version, without documentation and support and the last version (witch has ccd, convex and callbacks) is no long supported

i'm considering to try OgreNewt
but, OgreNewt has: Convex Physics and CCD ?
i cant create a game using only primitives shapes for physics and fire a bullet without CCD (i can use raycast but i dont want to)

tks all

Edit: i found that HULL is the Convex physic for OgreNewt, but didnt find anything about CCD

pra

13-12-2008 16:21:24

contact callbacks yes, but what exactly is CCD?
the body object has an "continuous collision mode" option:
continuous collision is an advanced feature that prevents fast moving bodies from "tunneling" (missing collision) with other bodies. there is a performance hit envolved, so this feature should only be used for bodies that have a high likelyhood of tunneling.
no idea if it's the same

almondega

13-12-2008 17:50:25

CCD = continuous collision detection
is the same think that u quote =]
so, callbacks, ccd, hull
i'm changing to OgreNewt right now
tks for the answer
:P