Hi all,
using JPhysX I started an implementation of jME Physics 2 for PhysX. It's not quite complete, but basic tests are working (TestBoxes, TestBasicJoints, TestDomino, TestStressPhysics). But as JPhysX is not really open source (the input files for SWIG are closed source) and I discovered some drawbacks of PhysX (no cylinders, poor materials, not very lively support/community), I'm not sure I will continue work on the PhysX binding. It's in CVS, though, for all people to have a look at it or even work on it…
/Irrisor
But as JPhysX is not really open source (the input files for SWIG are closed source) and I discovered some drawbacks of PhysX (no cylinders, poor materials, not very lively support/community), I'm not sure I will continue work on the PhysX binding
sad to hear that.
how's performance in comparison to ode ?
It really depends on the scenario. It seems PhysX is capable of simulating larger islands of connected bodies. ODE is more accurate and faster in all other cases (high number of contact always was ODE weakness).
irrisor said:
It really depends on the scenario. It seems PhysX is capable of simulating larger islands of connected bodies. ODE is more accurate and faster in all other cases (high number of contact always was ODE weakness).
It is quite strange. In available demos physX behaves more smooth, accurate(wheels demos) and fast (cloth demos). Number of commercial games and applications proves physx's quality.
Recent news about ageia's purchasing by nvidia shows appeal of this platform.
The Unreal 3 engine
The Microsoft Robotics Studio
Auto Assault
Bet On Soldier: Blackout Saigon
Bet On Soldier: Blood Of Sahara
CellFactor: Revolution (free single-level tech demo game)
City Of Villains
Dark Physics (tech demo)
Fallen Earth (due for release 2008)
Infernal
Medal of Honor: Airborne
Rail Simulator
Silverfall
Shadowgrounds Survivor
Stoked Rider: Alaska Alien
Switchball
Tom Clancy's Ghost Recon Advanced Warfighter
Tom Clancy's Ghost Recon Advanced Warfighter 2
Two Worlds
Unreal Tournament 3
Warmonger Operation: Downtown Destruction
need more?
Hello Uree,
I wanted to test your PhysX implementation. Does it reacts on the Material Stuff of JMEPhysics? Because I have made some Ghosts Objects, but they collide like all other Objects.
Do you know this problem? Any idea for a Workaround?