Hi i've used bullet integrated through callbacks. works fine most of the time, but there are some problems wrt vehicle simulation (like ground should be rather fine tesselated if you use static mesh for ground and sometimes there are erroneous collisions with internal edges of ground mesh but latter can be already fixed in bullet, as i dont checked this stuff for like 2 years or so and it was known issue).
Cheers. 15.09.2012, 13:16, "funk menera" <[email protected]>: > Hi, > > propably the answer depends on what is to be done with physics. (and has been > discussed before?) > > But i'm curious if someone can post his/her experiences with OSG and > physics-integrations concerning performance differences. > > Well, up to now i only tried PhysX ... and my answer rised because i found > three ways for integrating PhysX: > - callback > - GUIEventAdapter > - node-integration > There might be more ... > > Finally, let me say that i wanna do something in the direction of vehicle > dynamics. > First using the 'pre-defined models', but afterwards maybe creating a more > sophisticated model. > So i'm pretty sure, that i could use any physics engine ... maybe Bullet is > better to be integrated into OSG than PhysX? Or the way round? Or Havok is > faster? > > Basically, i'm just wondering if there are 'notable' differences in > performance concerning the different physics-SDKs and their ways of > integration? (Especially in terms of vehicle dynamics) > > Thank you very much! > > Cheers, > funk > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=50073#50073 > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

