Just Getting Started, Would Like Advice on Tools
Posted: Fri Feb 17, 2017 5:54 pm
I want to start working on a game idea that I have had for a long time and am deciding on what tools and libraries I want to use with the physics engine being the most important.
I want to implement an effect where my universe has a max speed c, with the energy a moving body has approaching infinity as speed approaches c. To do this properly and have I am assuming it will require a decent amount of modification to the physics engine. I also intend to have 2 physics "worlds", one a small scale where normal gameplay takes place and another large scale one with a low tick rate for tracking objects in universe. I want the player to be able to set an asteroid on a collision course with something where it may take hours/days/weeks for the asteroid to reach it's destination but it will do so predictably and reliably.
I am not interested in having the best graphics, dealing with soft bodies, rag dolls or the like. I want simple robust rigid bodies.
I currently am planning on using Bullet Physics with Ogre3D and OpenAL, I also would like to include the Chrome Embedded Framework so that in game web browsing and scripting via javascript is possible.
If I could do all this with an existing game engine like Unity or Unreal I probably would since I presume that would get rid of a lot of work but I worry that I wouldn't have the low level control to get the physics right.
I have also looked briefly into Newtonian Dynamics which looks pretty cool but I think that I would have more resources and help available to me with Bullet.
Does someone with more experience have any advice? Would you say that my choice of Bullet+Ogre is a good path with what I want to do? Would it not be as difficult as I think to implement this kind of "relativity" in Unity or Unreal with PhysX. Would it be a good idea to try to use Bullet in Unity or Unreal instead of integrating with Ogre?
Thank You.
I want to implement an effect where my universe has a max speed c, with the energy a moving body has approaching infinity as speed approaches c. To do this properly and have I am assuming it will require a decent amount of modification to the physics engine. I also intend to have 2 physics "worlds", one a small scale where normal gameplay takes place and another large scale one with a low tick rate for tracking objects in universe. I want the player to be able to set an asteroid on a collision course with something where it may take hours/days/weeks for the asteroid to reach it's destination but it will do so predictably and reliably.
I am not interested in having the best graphics, dealing with soft bodies, rag dolls or the like. I want simple robust rigid bodies.
I currently am planning on using Bullet Physics with Ogre3D and OpenAL, I also would like to include the Chrome Embedded Framework so that in game web browsing and scripting via javascript is possible.
If I could do all this with an existing game engine like Unity or Unreal I probably would since I presume that would get rid of a lot of work but I worry that I wouldn't have the low level control to get the physics right.
I have also looked briefly into Newtonian Dynamics which looks pretty cool but I think that I would have more resources and help available to me with Bullet.
Does someone with more experience have any advice? Would you say that my choice of Bullet+Ogre is a good path with what I want to do? Would it not be as difficult as I think to implement this kind of "relativity" in Unity or Unreal with PhysX. Would it be a good idea to try to use Bullet in Unity or Unreal instead of integrating with Ogre?
Thank You.