My experience has been with Bullet, and if you've done any archive searches,
then I'm sure you've came across osgBullet (osgbullet.googlecode.com). If you're
concerned with performance, you should note that osgBullet supports running the
physics simulation in a separate thread.
You are asking a lot about optimal ways of doing the integration. It's difficult
for me to compare osgBullet's approach to what you have done, as I am not
familiar with your code. But I can describe osgBullet's approach:
Bullet provides a btMotionState class, and osgBullet provides a derivation of
that called MotionState that has a Transform member variable. During update,
when the app steps the physics simulation, Bullet calls into the MotionState
objects, which in turn updates the scene graph Transform nodes. Or, when running
the physics simulation in a separate thread, the new Transform data is stored in
an efficient triple buffer mechanism, then loaded into the scene graph during
the update traversal. In osgBullet, no callbacks or custom Node types are required.
I hope this info is helpful. If you'd like to discuss osgBullet further, it has
its own Google Group mailing list, and the source code Doxygen documentation is
fairly complete and informative.
-Paul
On 9/15/2012 3:16 AM, funk menera wrote:
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
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