Hi Micheal;

Thanks for your polite offer to helping me:)

I have looked Bullet and Nvidia PhysX.
I can't choose PhysX because I want to run my PhysX engine ATI. I think it's
not support. Or do you think it can be modified to send the physics
calculation to CPU instead of GPU on PhysX.
I had tried to grasp the Bullet but it seems much complicated then ODE, so I
choosed ODE.

Yes as you said, I have to handle collision detection and create contact
with physics dynamics if I choose another collision library instead of own
one. So this is big problem, so the real solution seems to use main library
of ODE.

If you have any suggestion, I appreciate with glad :)
Regards and Thanks.

2009/6/18 Michael Bosse' <metis...@gmail.com>

> One more thing, if you do your collision detection in OSG, you will
> need to handle the physical response yourself. The physics engine is
> already set up to handle that correctly. For starters, i'd just stick
> with physics.
>
>
> On Thu, Jun 18, 2009 at 2:54 AM, Sergey Kurdakov<sergey.fo...@gmail.com>
> wrote:
> > Hi Ümit,
> >
> > you may take a look at delta3d ode integration, they add their stuff
> > which is particular to delta3d , still it is possible to extract
> > useful ideas.
> >
> > Regards
> > Sergey Kurdakov
> > http:
> >
> > On Thu, Jun 18, 2009 at 10:35 AM, Ümit Uzun<umituzu...@gmail.com> wrote:
> >> Hi All,
> >>
> >> I am planing to create simple off road jeep-racing and I have looked at
> the
> >> libraries to create dynamics and choose ODE. But I can't decide use
> ODE's
> >> collision detection mechanism instead of osgUtil's polytopeintersector,
> >> planeintersector or linesegmentintersector classes.
> >> So if you were me, which collision detection system would choose?
> >> PostScript : I am noob on ODE, this experince will be the first
> introdution
> >> for me.
> >>
> >> Any suggestion appreciated with glad.
> >> Regards.
> >>
> >> --
> >> Ümit Uzun
> >>
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> >>
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-- 
Ümit Uzun
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