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Multiple physics engines?

Started by December 03, 2013 12:26 AM
10 comments, last by OandO 11 years, 2 months ago
Wrong Thread Name:blink: . So let me ask something different.

Is it possible to use bullet physics + Physx + ODE + Havok Physics + Beam Ng on the same game engine.

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[Edited:]

Original post is completely different after poster changed it, so my answer was left dangling by that. I understand now the approximate age or maturity level of the O.P. author of this thread.

Personal life and your private thoughts always effect your career. Research is the intellectual backbone of game development and the first order. Version Control is crucial for full management of applications and software. The better the workflow pipeline, then the greater the potential output for a quality game. Completing projects is the last but finest order.

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Is it possible to use bullet physics + Physx + ODE + Havok Physics + Beam Ng on the same game engine.

Yes... but why?
Likewise it's possible to ride two motorbikes at the same time... but it's not very useful!

iirc they used 2 different physics solutions for The Force Unleashed & The Force Unleashed 2, not quite sure why as i've never seen an explanation, but it does seem like it's possible. My guess (which is probably totally wrong) is that they had one to do the normal physics and then the other one to handle all the force powers, like being able to throw people really far or being able to crush tie fighters etc.

They used Havok alongside Digital Molecular Matter (I think, I didn't pay all that much attention to TFU) but each serves a different purpose. Havok is a general rigid-body physics engine, DMM is used for soft-body simulation and breaking.

They also used "euphoria", which games media often refers to as a physics engine that magically makes everything in the whole game turn to gold, or something like that...

Euphoria is basically an AI system for rag-dolls - so when people are being flung about, their normal animation system shuts off, and Euphoria takes control of their limbs instead, so they act a bit more human instead of like a lifeless rag-doll, and so that pre-canned "being flung about" animations don't have to be used.

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Original post is completely different after poster changed it, so my answer was left dangling by that. I understand now the approximate age or maturity level of the O.P. author of this thread

What's that supposed to meanblink.png

Yes... but why?
Likewise it's possible to ride two motorbikes at the same time... but it's not very useful!

biggrin.png Using them individually will have some possibilities for me but i get the source code. Combinationohmy.png

UNREAL ENGINE 4:
Total LOC: ~3M Lines
Total Languages: ~32

--
GREAT QUOTES:
I can do ALL things through Christ - Jesus Christ
--
Logic will get you from A-Z, imagination gets you everywhere - Albert Einstein
--
The problems of the world cannot be solved by skeptics or cynics whose horizons are limited by the obvious realities. - John F. Kennedy

Do you really feel confident that you can improve Havok or PhysX?

Do you really feel confident that you can improve Havok or PhysX?

Nopedry.png . But i can try

UNREAL ENGINE 4:
Total LOC: ~3M Lines
Total Languages: ~32

--
GREAT QUOTES:
I can do ALL things through Christ - Jesus Christ
--
Logic will get you from A-Z, imagination gets you everywhere - Albert Einstein
--
The problems of the world cannot be solved by skeptics or cynics whose horizons are limited by the obvious realities. - John F. Kennedy

You seem to be giving yourself an aweful lot of work. Is there anything you actually need that can't be met by any of the physics engines you named?

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