PhysX or Bullet ?

There are no stupid questions, just stupid answers.
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Duion
Posts: 1082
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Sat Jun 16, 2018 11:25 am
Yes.
Timmy
Posts: 363
Joined: Thu Feb 05, 2015 3:20 am
by Timmy » Sat Jun 16, 2018 2:08 pm
The current network support for the physics plugins in t3d is very ordinary. If you are planning to use it for anything serious you will need to make changes to the source code.
Code_Man
Posts: 51
Joined: Fri Jan 26, 2018 9:12 pm
by Code_Man » Sun Jun 17, 2018 8:33 pm
But 4.0 or later will have bullet physics builtin to stock client?
Duion
Posts: 1082
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Sun Jun 17, 2018 9:53 pm
But 4.0 or later will have bullet physics builtin to stock client?
You have to chose physics module before compiling, default is stock Torque3D physics, you can change that to bullet physics then you can use it right now, the only downside is, there may be a few bugs with bullets, the last time I checked it had problems with vehicle collision for example, but this was years ago, no idea what the current state is.
The more people use it, the better we can fix the issues with it, the better it will work.
Code_Man
Posts: 51
Joined: Fri Jan 26, 2018 9:12 pm
by Code_Man » Thu Jun 21, 2018 7:51 pm
Can i assume there will be prebuilt binaries with different physics engines?

Also what differences can i expect and will the stock physics be the same as the one in the current stock t3d version?
I assume that includes physics for vehicles and the moveable props right?
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