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Havok physics engine 2007 sdk
Havok physics engine 2007 sdk




havok physics engine 2007 sdk havok physics engine 2007 sdk

Plus sometimes they swap engines during their projects, when they find a limitation which is stopping them. Any of them wanting to go beyond the simple stuff can learn the unique requirements/features of their chosen engine. I give them several physics engines and allow them to experiment with physics ideas (making gravity guns, projectiles, simple movement, etc). My code is specifically for students learning to use a 3d engine. Kojack wrote:One reason for my wrapper code is so my students don't have to deal with newton's callback obsession or physx's verbose object descriptors if they don't want to. For those who follow my progress in NxOgre, this is what I want the rendering system and behavior to be like - Application side. The animation part will probably be cut until nVidia/Ageia have integrated a Eurphoria like engine into PhysX though.īut Plastic won't be exposing the HkWorld/PxWorld classes or even refer to them in public code, it also won't be referring to Ogre in it's own code. Other things can be substituted PhysX doesn't have cylinders - Havok does, a convex shape can be used in instead. Apart from some really specific things, it is more or less the same. Whilst reading through the Havok documentation, nearly everything I was reading, I was thinking - This feature in PhysX it's called this. From the ogre point of view, they can all give back position and orientation (preferably as vector/quaternion, but matrix can work too). They all have at least mass, friction and restitution. They all have cubes, spheres, convexes, and probably capsules. Every physics engine has an update function (which probably takes a delta time). Kojack wrote:But there's also common ground in them all.






Havok physics engine 2007 sdk