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Re: better physics engine used in game

Posted: Fri Dec 07, 2012 9:50 pm UTC
by DGMurdockIII
Ishq wrote:

That's not an engine. It is an abstraction layer.

yeah i new that but what do you think about it


Re: better physics engine used in game

Posted: Fri Dec 07, 2012 11:24 pm UTC
by Ishq

I'm unsure of the usefulness of swapping physics engines. We want a consistent physics experience throughout. Furthermore, I think using Bullet directly would bring better performance.


Re: better physics engine used in game

Posted: Sun Sep 20, 2015 8:24 am UTC
by poVoq

Bump

Any progress on this since it was on the plan for 2013?

Alternatively, the Cube2 engine has a much simplified ragdolls only code that works with .iqm models and might be portable.

Edit: somehow related or back-portable?: https://youtu.be/WtSAx1aqc3g


Re: better physics engine used in game

Posted: Sun Sep 20, 2015 8:31 am UTC
by Ishq

Maybe. Ultimately, physics is mainly a "cool" feature. There don't seem to be many practical uses for it. Efforts to integrate bullet have been put on hold as we focus on polishing the engine and start moving to make gameplay more engaging. If we think of a physics use that will make gameplay more fun (and in a way that works over the network), we can consider revisiting the issue.


Re: better physics engine used in game

Posted: Thu Oct 22, 2015 3:35 pm UTC
by Viech
poVoq wrote:

the Cube2 engine has a much simplified ragdolls only code that works with .iqm models and might be portable.

This sounds nice though.


Re: better physics engine used in game

Posted: Mon Oct 26, 2015 8:43 am UTC
by aliencat

Also Alien Arena uses the IQM format. I know the Tremoulos community had some issues with that game, but you are not them. :)


Re: better physics engine used in game

Posted: Mon Oct 26, 2015 9:19 pm UTC
by kangz

We already use the iqm format but the biggest challenge in doing ragdolls would be to integrate it with our physics system. We've had plans to port it to bullet but none of the efforts have succeeded so for. If you want to take a look at the code it is on the bullet branch (and extremely outdated)