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Author Topic: [Articles] Popular Physics Engines comparison: PhysX, Havok and ODE  (Read 12839 times)
Zogrim
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« on: December 07, 2009, 02:56:34 pm »

You can discuss "Popular Physics Engines comparison" article in this thread
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« Reply #1 on: December 09, 2009, 03:54:19 am »

That was an interesting read. I find it interesting too see that PhysX and Havok are the only real competitiors on the market. Bullet is not too far behind however.
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« Reply #2 on: December 09, 2009, 09:32:11 am »

AquaGeneral
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Bullet is not too far behind however
Judging by released games amount Bullet is way far behind, but it seems it'll gain some popularity soon
Also, I can say that thanks to it's open source nature Bullet will be adopted by serious FX and animation companies (to be precise, it's used already for inhouse solutions)
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« Reply #3 on: December 10, 2009, 12:14:21 pm »

My opinion was based around the fact that it was the only physics engine I was ever able to get almost 40,000 spherical rigid bodies active without the application crashing. Granted it was non-realtime as I was using Cinema 4D R11.5 but I was still very happy with it. At the time I was using 32bit Windows 7 which surprised me even further that it still worked.

Video

I might try the same test with Nvidia PhysX later on.
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« Reply #4 on: December 10, 2009, 01:01:29 pm »

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I might try the same test with Nvidia PhysX later on.
That's gonna be interesting  Smiley

Nice video, btw. Reminds me particle fluid simulations)
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« Reply #5 on: December 11, 2009, 10:56:01 am »

I just tried running the scene in both Max and Maya with the PhysX DCC plugins and both of the applications failed to import the mesh. Next time I will try clone the marbles in the app natively, rather than importing the model from Cinema.

Hopefully I will have something soon.

Edit: I have now given up on that idea
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« Reply #6 on: December 12, 2009, 04:43:09 pm »

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I have now given up on that idea
Nevermind. I'll guess I'll manage some tests for new 2.0 plug-ins with Max 2010 when they will come out officially. Maybe I'll write another comparison article on engine performance in CG apps, I dunno yet  Grin
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« Reply #7 on: December 13, 2009, 09:30:20 am »

For whatever reason I was willing to sit around for roughly 20 minutes as 3ds Max attempted to import the scene. And then it duaned on me that even if this import does complete (which in the end, it crashed) I am a complete beginner when it comes to the program so I tried it in Maya. This time instead of importing the model from Cinema I just duplicated special and it got the job done. After I set them as active rigid bodies, Maya hanged for a while and later on crashed.

That sounds rather interesting. Let me know if I could help.
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« Reply #8 on: December 25, 2009, 02:38:53 pm »

Giving up on large scale simulation too - 32-bit Max 2010 can't load decent amount of spheres even as graphics, without setting them as physical objects  Undecided
Guess I need more RAM.. and 64-bit OS)
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