Gamestudio Links
Zorro Links
Newest Posts
Zorro Beta 2.61: PyTorch
by jcl. 06/10/24 14:42
New FXCM FIX Plugin
by flink. 06/04/24 07:30
AlpacaZorroPlugin v1.3.0 Released
by kzhao. 05/22/24 13:41
Free Live Data for Zorro with Paper Trading?
by AbrahamR. 05/18/24 13:28
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
1 registered members (AndrewAMD), 905 guests, and 6 spiders.
Key: Admin, Global Mod, Mod
Newest Members
AemStones, LucasJoshua, Baklazhan, Hanky27, firatv
19058 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Newton vs. Acknex physics: Any resources? #52097
08/18/05 13:36
08/18/05 13:36
Joined: Nov 2003
Posts: 299
P
profmakx Offline OP
Member
profmakx  Offline OP
Member
P

Joined: Nov 2003
Posts: 299
Moin,

I have been playing around with physics for some project of ours and it appears to me that Acknex' physics engine is becoming very slow very qickly. We just have a few lamps and doors floating around and physics are hurting performance quite seriously. We havent yet tried some manual grouping and zoning and relied upon auto-disable (bugs anyone?). Apart from that some collision models don't seem to work properly.

Has anyone done some kind of comparison between the two? I suppose Newton is more advanced because it is some special module of its own, used it briefly with Ogre3D, but what I also want to know is the usability and "speed" with A6, as we are stuck with it for now...

I'd appreciate any pointers/help,

profmakx

Re: Newton vs. Acknex physics: Any resources? [Re: profmakx] #52098
08/18/05 14:07
08/18/05 14:07
Joined: May 2002
Posts: 7,441
ventilator Offline
Senior Expert
ventilator  Offline
Senior Expert

Joined: May 2002
Posts: 7,441
the current 3dgs newton plugin uses a very outdated version of the newton engine. i am currently working on a new plugin which is up to date but it will still take a while. if you don't want to wait you could do your own wrapper.

newton is faster than ODE's big matrix solver but slower than ODE's linear solver (which isn't stable enough to be very useable though). 3dgs uses ODE's big matrix solver by default.

newton is more robust and in the meantime also more feature rich than ODE (i don't want to start a flame war, even ODE's author is aware of and admits ODE's shortcomings).

Re: Newton vs. Acknex physics: Any resources? [Re: ventilator] #52099
08/18/05 14:12
08/18/05 14:12
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
Senior Developer
TheExpert  Offline
Senior Developer

Joined: Oct 2004
Posts: 1,856
I have tried Novodex SDK , a demo with full 3D terrain , vehicle,ragdolls,
physics (breakable things etc..) was running really well

But Novodex can't be used to commercial projects

Re: Newton vs. Acknex physics: Any resources? [Re: TheExpert] #52100
08/18/05 14:45
08/18/05 14:45
Joined: Nov 2003
Posts: 299
P
profmakx Offline OP
Member
profmakx  Offline OP
Member
P

Joined: Nov 2003
Posts: 299
hmmm, writing our own wrapper would, apart from time constraints, not be a problem I think.
I didnt want to start some kind of flamewar either (even if such a thread always bears risks...)

Any knowledge about A6 Physics roadmap floating around here?

Is ODE some specific software or just (what I understand when I read ODE) short for Ordinary Differential Equation?

profmakx

P.S. Does anyone know if A6 Physics uses "fixed" internally? I find it hard to imagine that this works without serious (numerical) stability problems.

Re: Newton vs. Acknex physics: Any resources? [Re: profmakx] #52101
08/18/05 14:47
08/18/05 14:47
Joined: May 2002
Posts: 7,441
ventilator Offline
Senior Expert
ventilator  Offline
Senior Expert

Joined: May 2002
Posts: 7,441
3dgs' physics engine is www.ode.org!

Re: Newton vs. Acknex physics: Any resources? [Re: ventilator] #52102
08/18/05 15:39
08/18/05 15:39
Joined: Nov 2003
Posts: 299
P
profmakx Offline OP
Member
profmakx  Offline OP
Member
P

Joined: Nov 2003
Posts: 299
Ah, didnīt get that, thanks Much too little sleep for me these days...

profmakx

Re: Newton vs. Acknex physics: Any resources? [Re: profmakx] #52103
08/20/05 11:27
08/20/05 11:27
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
Expert
M

Joined: Oct 2003
Posts: 4,131
Conitec should just license Newton and drop this ODE..then they could handle the integration with polygon collisons and such..

Re: Newton vs. Acknex physics: Any resources? [Re: ventilator] #52104
08/20/05 11:29
08/20/05 11:29
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
Expert
M

Joined: Oct 2003
Posts: 4,131
Quote:

the current 3dgs newton plugin uses a very outdated version of the newton engine. i am currently working on a new plugin which is up to date but it will still take a while.




Have you got any progress with per poly collisons? without that, Newton is worthless for many projects, including mine

Re: Newton vs. Acknex physics: Any resources? [Re: Matt_Aufderheide] #52105
08/20/05 11:51
08/20/05 11:51
Joined: May 2002
Posts: 7,441
ventilator Offline
Senior Expert
ventilator  Offline
Senior Expert

Joined: May 2002
Posts: 7,441
what do you mean with per poly collisions?



since 3dgs doesn't let me access the level geometry (yet) and i don't want to parse wmp, currently my plugin handles level geometry like that:
Code:

ne_treecollisionbeginbuild();
ne_treecollisionaddmodelgeometry("playground.mdl", nullvector, nullvector, vector(1, 1, 1)); // position, rotation, scale
// add as many models as you want
ne_treecollisionendbuild(1, "playground.bin");


you can only add models to the static collision tree but since wmp and hmp can be converted to mdl with med, this method is quite flexible. you can add everything which is static in your level (level geometry, terrains and static models). this should work nicely for your mdl only levels!

the parameter "1" in the last line means that the collision tree will be optimized (sophisticated polygon reduction for faster collision detection). since this can take a while for complex geometry (>50000 polys) you can serialize the optimized geometry to a file.

to use the serialized geometry next time you simply have to use this line instead of the snippet above:
Code:

ne_createtreecollisionfromserialization("playground.bin");




Moderated by  HeelX, Spirit 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1