what is the difference in collision detection between four physics engines

Typically: "How do I... ", "How can I... " questions
Post Reply
littleggghost
Posts: 2
Joined: 18 Jan 2017, 08:35

what is the difference in collision detection between four physics engines

Post by littleggghost »

Hello Admin!
I build my own hexapod for doing some simulation, but the performance will be different using different physics engine, what cause this? Is their any website for reference?
For example, when I use ODE or Bullet, the joint will be feeble, but it won't happen after changed to Newton, so I really want to know the reason.
Best wishes!
Last edited by littleggghost on 06 Mar 2017, 07:02, edited 1 time in total.

coppelia
Site Admin
Posts: 10366
Joined: 14 Dec 2012, 00:25

Re: what is the difference in collision detection between four physics engines

Post by coppelia »

Hello,

the reason is that each physics engine has different properties (strength/weaknesses) and use also different algorithms for calculation. This is a quite complex and large topic, you can find some information on each engine on their respective websites.
At the same time, it would be probably useful to read the design consideration points on this page, for general advices on how to make your physics engine behave correctly.

Cheers

Post Reply