用于游戏编程的物理引擎
我正在选择一个开源物理引擎,用于使用 Direct3D 11 进行游戏编程。到目前为止,我已经了解了 Newton、BulletPhysics 和 ODE。
这里有人有使用其中一种引擎或任何其他引擎的实际经验吗?可以帮助我做出决定吗?
I'm in the process of picking an open source physics engine for game programming with Direct3D 11. So far I have looked at Newton, Bullet Physics, and ODE.
Does anbody here have real-life experiences with one of those or any other engine that could help me making a decision?
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Bullet 非常容易使用,有详细的手册,许多 OGRE 之类的包装器,而且它是开源的:) 您可能还需要什么?
Bullet is very easy to use, there is a detailed manual, many wrappers for things like OGRE and it's open source :) What more would you possibly need?
ODE是老项目,很多使用ODE的项目都切换到了Bullet。
牛顿和子弹的工作方式不同。不能说哪个更好。
我个人使用的是 Bullet 和 Nvidia PhysX。
PhysX 在某些情况下是免费的,但不是开源的。
我没有使用牛顿,因为当我开始我的项目时,牛顿是闭源的并且许可不明确。他们要求与他们联系。
任何物理引擎都只能在一定范围内才能正常工作。
子弹物理学很好,因为它很简单。
它基于碰撞检测和碰撞求解器。
两者对于一般用途都非常有效。
子弹物理的某些部分可以用替代品代替。
ODE is old project and many projects that used ODE switched Bullet.
Newton and Bullet work differently. Can't say which is better.
I personally used Bullet and Nvidia PhysX.
PhysX is free in certain cases but not open source.
I have not used Newton because when I started my project Newton was close source and licensing was unclear. They asked to contact them.
Any physics engine work well only in certain ranges.
Bullet physics is good because it is simple.
It is based on collision detection and collision solver.
Both are very efficient for general use.
Some parts of bullet physics could be replaced with alternatives.
Bullet 在 Blender 中使用,所以它不会那么糟糕......但我没有使用它们中的任何一个的经验。
Bullet is used in Blender, so it can't be that bad... But I don't have experience with any of them.