bepu physics and a space simulation
Posted: Fri Mar 20, 2009 9:38 am
Hello,
I'm working on a c# + directX game using the Truevision 3d engine for rendering. In short, I'm not using XNA. I just came across this website during my googling for continuous collision detection because I need such collision for a space sim that will have very fast moving objects as well as large scale objects (planets, asteroids, moons) and small objects like missiles that require continuous collision detection.
I don't really need orbital physics since my gravitation model will be simplified. I'm mostly just interested in accurate and hopefully fast collision detection. I already have my game world broken up into zones so that each star system is in it's own coordinate system.
Will bepu physics be a good fit for what i'm doing? What appeals to me about bepu physics is that it's .NET and hopefully easier for me to use than something like Bullet where the .NET wrapper hasnt been updated in nearly 2 years. Incidentally, TV3D has integrated Newton Physics library but that doesnt (yet?) have continuous collisions plus it's too tightly integrated for me to use it as I want. I really want an easy to use, fast, stable, accurate collision detection system (don't we all!!! lol)
Any help/advice would be appreciated.
Regards,
Mike
I'm working on a c# + directX game using the Truevision 3d engine for rendering. In short, I'm not using XNA. I just came across this website during my googling for continuous collision detection because I need such collision for a space sim that will have very fast moving objects as well as large scale objects (planets, asteroids, moons) and small objects like missiles that require continuous collision detection.
I don't really need orbital physics since my gravitation model will be simplified. I'm mostly just interested in accurate and hopefully fast collision detection. I already have my game world broken up into zones so that each star system is in it's own coordinate system.
Will bepu physics be a good fit for what i'm doing? What appeals to me about bepu physics is that it's .NET and hopefully easier for me to use than something like Bullet where the .NET wrapper hasnt been updated in nearly 2 years. Incidentally, TV3D has integrated Newton Physics library but that doesnt (yet?) have continuous collisions plus it's too tightly integrated for me to use it as I want. I really want an easy to use, fast, stable, accurate collision detection system (don't we all!!! lol)
Any help/advice would be appreciated.
Regards,
Mike