Bullet integration

Expanding and utilizing the engine via C++.
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8bitprodigy
Posts: 13
Joined: Fri Feb 06, 2015 6:43 pm
by 8bitprodigy » Wed May 13, 2015 2:54 pm
But how does that compare to stock torque physics?
chriscalef
Posts: 398
Joined: Mon Feb 09, 2015 7:48 pm
by chriscalef » Wed May 13, 2015 5:55 pm
Stock Torque physics is a whole different animal, which I would barely even classify as a physics engine, personally - it does implement gravity, in the sense of making things fall down, but it doesn't really model friction and collisions and inertia in a realistic way at all compared to either of the actual physics engines, and it doesn't have any way to do joints at all, as far as I know.

On the flip side, it networks automatically with client side prediction, etc, which can be a big headache with bullet or physx. I'm not sure how big of a headache at this point because I haven't really messed with multiplayer physics objects, I'm always doing clientside physics.
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