Any good physics wrappers to use?Blitz3D Forums/Blitz3D Userlibs/Any good physics wrappers to use?
| I've been searching for the last couple of hours, and I can't seem to find a free physics wrapper to use. |
The posts I DO find about a physics wrapper have been posted about a decade ago, and the links in these posts tend to be dead.
Are there any abandoned ones that have been released as open source and are free to use?
| from what i remember there are :|
Physx (no idea where to find it)
Newton (no idea where to find it)
Tokamak (no idea where to find it)
| I personally like NVIDIA's PhysX , for which I have some unsorted wrapper stuff here:|
| This is about 10 years old (but then, so's Blitz3D!), but the demos mostly seemed to work very well when I tried it recently:|
Newton Wrapper for Blitz3D by Itmbin
The links still work.
| Tokamak (Sweeney's version)|
Newton Wrapper Wayback copy (not sure if latest)
I lost the link to the PhysX wrapper link but here's more info
| This one was good too -- obviously, with both of these libraries, we have to accept that the posters have genuinely obtained the license keys in good faith for open distribution. (For commercial certainty, might be safest to try and contact the library authors directly.)|
Free bullet physics system
| Not a bad little collection here now!|
Devil Engines: https://bytecode77.com/coding/devilengines/devilphysicengine
See text, probably best to use 1.0, the ODE-based interface.
| I notice that the code examples of the Physx wrapper are full of weird characters, is it usable at all ? |
| That's probably Russian comments.|
[EDIT: Yes, it is. Nevertheless a very good lib if you ask me. Used by Xors?]
There is something i don't understand, usually, when i use a external lib, i just have to put the .decls(s)+.dll(s) in the userlibs/ directory of Blitz3d and all is ready to use, and then i only have to include the appropriate .dll(s) with my .exe. And it works well, good !
However, with Physx physics engine, there is apparently something else to do to make it work : there are some additional .dlls in the bin/ directory and i have to install a "driver" (with "PhysX(driver).exe") so, if i understand correctly, this means that the users of my program will also have to install this driver on their computers ?
Anybody has some experience about this ?
I do not remember very well, but in my case I put all those library next to the executable.
| My question was more if the user of a program using Physx has to (or not) install the driver (PhysX(driver).exe) in order to make the program work well.? |
| I think you need to install the PhysX drivers. But don't really know if an end user requires this in order to run an executable. I don't think so for Unreal and Unity using it too. But not tried yet to know for sure.|
Download here(works on windows 10 too):
| @Rick>>thanks, but i won't use PhysX if each user has to install a driver on his computer...|
I will do a test just to be sure.
@all>>i have downloaded the tokamak physics engine/wrapper linked by RustyKristi, but there are only a few code examples... Any others code examples to share ?
| Isn't bullet physics the 2nd best contender(speedwise)? I thought tokamak was old and slow. |
| @Rick>>not tested yet, i can't say, my favorite physics engines for the moment are JV-ODE, then Bullet, then Newton, but i have not tested Tokamak or PhysX yet... |
| For me the best is bullet. One point to highlight is your debugging system. |