Ogre的Physic推荐 物理引擎
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原帖:
http://www.ogre3d.org/forums/viewtopic.php?f=10&t=63839
原文:
Yeah, it's hard to point to any one engine as definitely the best, since they are all quite different. They have different collision shapes (Havok has cylinders, PhysX doesn't), different joints (I think Newton had a corkscrew joint which Havok might have too, but nothing else does) and various other issues.
Then there's the api, Newton is based entirely on callbacks (which I don't like), Havok is painfully SSE obsessed (get used to vector math which looks like C rather than C++. Good for performance, but is annoying to use), PhysX needs that stupid driver crap otherwise it's dll won't start, etc.
The most feature filled one is Havok. The animation system alone is enough reason for it (full skeleton animation with physics interaction, skeleton retargetting, inverse kinematics, export tools, etc). Plus if you pay massive amounts of cash you can get Havok Destruction, Havok AI, Havok Behaviour and other bits. (The basic Havok physics and animation components are free for pc).
很难说那个引擎特别好。因为他们基本上是不同的,他们拥有这不同的碰撞形状(havok有圆柱,PhysX没有)不同的关点----Newton 有corkscrew(螺丝锥:ps 物理没学好--不知道具体指的是什么)Havok也有。
还有他们的api。newton 基于回调。Havokis非常 (他的还回的数学向量像C语言而不像C++—)有着好的表现但是难以使用。PhysxX 需要愚蠢的设备和设置,否则我们启动不了它
最多的动能的是HAvok,有动画系统----(骨骼和动画有着physics的交互)---后面不懂了
Bullet
http://bulletphysics.org/
License: Open-Source.
Ogre Wrappers: btOgre, OgreBullet
Havok
http://www.havok.com/
License: Closed-Source, Free for Indie and Personal use. Licensing Information
Newton
http://newtondynamics.com
License: Open Source.
Ogre Wrappers: OgreNewt
ODE
http://www.ode.org/
License: Open Source.
Ogre Wrappers: OgreODE
PhysX
http://developer.nvidia.com/object/physx_downloads.html
License: Closed-Source, Free for commercial and non-commercial use. Licensing Information.
Ogre Wrappers: NxOgre, OgrePhysX
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