Noob getting into Physics library
Posted: Tue May 18, 2010 9:53 pm
Hi,
I'm at ease with most game development aspects such as rendering, networking and the like but it's the first time I'm considering using a 3d physics engine for a game. Therefore, I apologize if I'm asking some noob questions but after searching through the documentation and the forums I didn't get a clear answer to my questions.
So to make it simple, here is my current situation:
I'm developping a space game mixing some strategy with arcade 3d space combat. I really mean it: the game is designed to be Arcade therefore I thought 3d physics would be no use for such a game.
However, I need some heavy collision checks for my space ships, asteroids, space stations and of course "bullets".
I made a small prototype that is using my own collision system that first makes collision tests against BoundingSphere, the BoundingBox and finally I do some per triangle collision using the Xna Triangle Picking sample.
Stress testing the application, I realize that my bullets (I can have hundreds in a scene) are putting my CPU down. And then here I am inquiring for the use of a 3d physics system to handle my Collision tests.
So, my questions would be:
A. Is a 3d physics library such as BEPUPhysics a good choice for Collision tests or would I have a better result making optimisations on my own code specific to my game as BEPUPhysics will necessarly be designed for multiple usages?
B. Can I use BEPUPhysics without using other features than Collision testing making sure the world transforms are set for each entities as my game is targeting an Arcade style movement?
Thanks for your greatly appreciated help
Philippe
I'm at ease with most game development aspects such as rendering, networking and the like but it's the first time I'm considering using a 3d physics engine for a game. Therefore, I apologize if I'm asking some noob questions but after searching through the documentation and the forums I didn't get a clear answer to my questions.
So to make it simple, here is my current situation:
I'm developping a space game mixing some strategy with arcade 3d space combat. I really mean it: the game is designed to be Arcade therefore I thought 3d physics would be no use for such a game.
However, I need some heavy collision checks for my space ships, asteroids, space stations and of course "bullets".
I made a small prototype that is using my own collision system that first makes collision tests against BoundingSphere, the BoundingBox and finally I do some per triangle collision using the Xna Triangle Picking sample.
Stress testing the application, I realize that my bullets (I can have hundreds in a scene) are putting my CPU down. And then here I am inquiring for the use of a 3d physics system to handle my Collision tests.
So, my questions would be:
A. Is a 3d physics library such as BEPUPhysics a good choice for Collision tests or would I have a better result making optimisations on my own code specific to my game as BEPUPhysics will necessarly be designed for multiple usages?
B. Can I use BEPUPhysics without using other features than Collision testing making sure the world transforms are set for each entities as my game is targeting an Arcade style movement?
Thanks for your greatly appreciated help

Philippe