There isn't much more to the question. I'm not concerned about overhead, as I'm sure they are both fine for my purposes. Basically, I am familiar with Box2D concepts because of the Farseer Physics Engine, but I want to use Bullet when I make the jump to 3D stuff. Perhaps Bullet has some educational value for me even in the 2D realm?
The generalized version of the question is: should I use a 3D physics engine for a 2D game if I plan to utilize a 3D physics engine in the future? Or is this a waste of time which would not provide educational value?
My generally feeling is always that learning to use something in the wrong context is not a valuable exercise.
Why not treat them separately?
You have a 2D game; use the right engine/tools to make that game the best it can be.
You want to mess around with a 3D engine to learn it; then mess around with it, make some simple 3D games or apps, but keep that separate from the other game you're working on.
or ideas. finally I was wondering if it was possible to... use the source code of an existing 3D engine such as Bullet and transform it to be 2D based? use the source code of a 2D Rigid body physics engine such as box2d as a starting point? ...hey so I've decided to Code my own 2D soft-body physics engine in C++ since apparently none exist and I'm starting only with a general idea/understanding on how physics work and could be simulated
, so I planned to start over. The libraries that I have used are SFML, OpenGL, and Bullet Physics, along with GLM to load the models. But the problem is that the 3D graphics arent working with the Physics correctly... So my main question is: What would be a good combination of libraries to make an online game with? Im sure that many people have good combinations of libraries for making a game..., that would be nice) Networking(a way to connect multiple clients to a server/database) and Physics(Ive worked with Bullet Physics, but I cant find a model setup that would fit with said physics
The problem is that I'm trying to use my meshes with Bullet Physics for the collision part of my game. When I attempted doing this method with my GLM(model loading library by nate robins) model, I get a segmentation fault in the debug, so I figured that it doesnt like the coordinate variables of the model. If i use blender to export my model as a collision file, what type of file should I use? I have heard of a .bullet exporter, but i dont know hot to integrate this python script into my Blender 2.5 program.
i'm developing a android project for school and i'm currently using libgdx for rendering. It performs quite well, but it lacks a 3d physics library. So i searched and found that Bullet physics engine was ported to android through NDK (c++). Did anyone try to connect this two libs together? I've never used a physics engine/library before (i've mainly developed 2d games so i've made one my self) and wanted to ask if any one had any previous experiences with implementing bullet and libgdx? To be more precise i need to simulate a jump and implement physics like: wind/drag, friction, lift
I am using Bullet Physics v2.78. And Im trying to build this library to be used for ogrebullet. The main problem is that Im getting errors trying to find the Bullet Directory. Im wondering if maybe my environment variables are setup wrong. I am using Windows Vista 32 bit, and here are my Environment variables: BULLET_ROOT: C:\BulletPhys BULLET_INCLUDE_DIR: C:\BulletPhys\src as other information I am trying to build these libraries in cMake. Bullet physics builds perfectly, but ogrebullet cant find the libraries needed to configure(Dynamics, Collision, LinearMath, etc.) So my question
I'm looking into building a cross-platform opensource 2D RPG style game engine for ChaiScript. I want to be able to do all of the graphics with SVG and need joystick input. I also need the libraries I use to be opensource and compatible with the BSD license. I'm familiar with allegro, ClanLib, and SDL. As far as I can tell, none of these libraries have built in or obvious integration for SVG... support in a 2D C++ library while minimizing dependencies as much as possible (preferably avoiding Qt altogether)?
Hi so i've recently learned the SFML graphics library and would like to use or make a non-rigid body 2D physics system to use with it. I have three questions: The definition of rigid body in Box2d... i use box2d and work off of it to create it even if it's based on rigid bodies? 3. Finally, if there is a simple physics engine like this, should i go through with the proccess of creating a new one anyway, simply for experience and to enhance physics math knowledge? I feel like it would help if i ever wanted to modify the code of an existing engine, or create a game with really unique physics
lose all the RTTI information I want for my editor? On the other hand, I use box2d for physics, if I define all my components in script won't it be a lot of work to expose third party libs to lua? 2) Where should I place the messaging system for my game engine? Lua? C++? I'm tempted to just have C++ object to behave as servers, offering services to lua business logic. Things like physics system...I have a 2D basic editor written in Qt, and I'm in the process of adding entities. I want the editor to be able to receive RTTI information from entities to change properties, create some logic being
are examples of actual calculated interpolation value i.e. the proportion of the physics update that is complete at the time the frame is being drawn. I am going to have to change the draw code to draw the objects at a fraction of the distance between their previous and current value positions and rotations. That is yet to be done. Question: Will I also have to do move my collision detection code... second and 75 frame draws per second. Up until now, it is in the physics update routine that I do the collision detection and response. Your ship can collide with a rock. Your photons (bullets) can