OpenTechEngine / OpenTechBFG

Engine based on (RB) Doom 3 BFG aiming to allow the creation of standalone games
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Open Dynamics Engine VS Bullet Physics. #69

Closed ghost closed 9 years ago

ghost commented 9 years ago

I noticed that D3 uses ODE for physics which lacks some features over Bullet Physics. I've noticed a lot of developers is switching to Bullet for games and other simulation software, even used in film. Blender also makes use of Bullet. So I was wondering if it would be better to replace ODE with Bullet. My main reasoning for this is to test model rigs in Blenders game engine, to get a more accurate preview of how it would react in OTE if Bullet is implemented. Here is a link to a short comparison:

http://blog.wolfire.com/2010/03/Comparing-ODE-and-Bullet

DanielGibson commented 9 years ago

it does not use ODE, doom3 has its own physics engine

BielBdeLuna commented 9 years ago

@Yetta1 the biggest problems would be to adapt the link between the physics engine and every entity that uses physics and also the AF system, as it is right now idTechX uses it's own engine. We might lack a programmer who knows how to do it but, since we haven't created any def for moveables yet, we are in the best position to switch to another physics engine, back in d3 times the problem was referencing all the def moveables to the new values in bullet, but this seemed like an excuse I bet re-adapting the entities to another physics engine would be a far troublesome experience. it would be great to switch to bullet though.

kortemik commented 9 years ago

Anyone up to this? I have a big pile of cegui stuff waiting to be implemented.

ghost commented 9 years ago

I've started learning Opengl, SDL2 and Bullet now, maybe one day i'll look at the OTE code and see if I can help add Bullet. For cegui, i'd like to see a fps/gpu profiler. I had to redo the map because of a glitch that ruined, the new version is a lot bigger and more complex. Going to need the fps counter to see where I have to optimize it. I haven't tested png files yet, but saw that there is also a apng format for animated png files, I wonder if it would work as it would be useful for effects.

kortemik commented 9 years ago

i can help with the fps counter quite fast, and with hud soonish

On Mon, Aug 3, 2015 at 12:20 PM, Yetta1 notifications@github.com wrote:

I've started learning Opengl, SDL2 and Bullet now, maybe one day i'll look at the OTE code and see if I can help add Bullet. For cegui, i'd like to see a fps/gpu profiler. I had to redo the map because of a glitch that ruined, the new version is a lot bigger and more complex. Going to need the fps counter to see where I have to optimize it. I haven't tested png files yet, but saw that there is also a apng format for animated png files, I wonder if it would work as it would be useful for effects.

— Reply to this email directly or view it on GitHub https://github.com/OpenTechEngine/OpenTechBFG/issues/69#issuecomment-127174735 .

BielBdeLuna commented 9 years ago

for animated textures you can use the animation system already present in idTechX, slide and stop and repeat, or even use multiple textures.

I wish I knew more about c++ to help out with the bullet integration.

DanielGibson commented 9 years ago

I'd like this issue tracker to only contain actual issues and tasks, but not so much discussions.

That's why I created https://github.com/OpenTechEngine/Discussions/issues to discuss ideas, offtopic things etc. If an idea discussed there gets to a point where we decide that it could/should be implemented, we'll add an issue here with the relevant information.