Is ODE good for games ?

Okay, give your opinion then.
Just be informed that I make this poll to know if it’s a good idea to make JNI bindings of Newton Game Dynamics : http://www.newtondynamics.com/.
Actually it seems to look very good, to be stable and made for games.

Note : please comment your vote (it’s not mandatory, but it would be apprecied. thx)

You should add an option for people who don’t know what to say about ODE but still want to see theresult of the pool.
Something like : “- I have no idea, I never used ODE”.

karma

I’ve only been reading the documentation of ODE and I don’t have any programming experience with it (or any other physics engines).

Newton Game Dynamics (NGD) looks interesting. Especially the claims about it being deterministic and suitable for “any real-time physics simulation”. My wish is to make a programming game (such as Robocode) with realistic 3D physics, and I’ll need a good physics engine. To me the accuracy of the simulation is more important than speed, because the simulation doesn’t need to be viewed in real-time (the simulations are run on a dedicated server and the recorded log can be replayed later). Do you think NGD would be suitable to my needs? Will it be able to handle a world with bullets and missiles (high velocity and low mass) at the same time with larger objects such as cars (low velocity and high mass)? How about simulating fluids and air resistance? What other alternative physics engines there are, especially for accurate simulations?

My major problem with it are the native crashes when too
many bodies collide at the same time. There is no way to
prevent it, so you will only know what happened when it’s
too late.

That’s very bad for a commercial project!

Increasing native stack-size is only reducing the symptoms,
not preventing it. Or did I miss something? :-\

(Note : Added an option)

It’s the same for me. My problems with ODEJava are :

  • Very frequent native crashes, mostly for no apparent reasons
  • Trimesh collisions for Terrain is garbage : objects always fall part (inaccuracy)
  • Instable objects, strange behaviors (may be due to an incorrect use of ODE)

Now for Newton Dynamics :
I tested several demos and it seems to be a very good dynamics engine.
Demos are stable, and even with up to 100 detailed objects (all primitives, ragdolls, 3D models -> trimeshes) on a terrain it runs at a reasonable speed (<- Note : running Windows demos under Linux with Wine !!).
I think it would be really a cool thing if we could use Newton Dynamics in Java, just wanna know if a not so small number of people are interested.

If there would be a Newton Game Dynamics binding for Java, I’d switch immediately.

Unfortunately I have no C/C++ experience, but I’d like to help building a OO layer on top of it, like what ODEjava has.

Just wait another 3 - 4 months…

Thats all im saying.

DP

Now you just can’t make a comment like that and leave us hanging!!! :wink:

yup thats just plain cruel!

I guess darkprophet will release a JME version with jme-physics, huh ? And he will say us that all the ODE bugs are fixed, isn’t it ?

I would be interested in this Newton-Java project (or whatever it will be called). The only problem is time. This year I’ll be busy with some big courses, but next spring or summer I could be able to do something. I’ve had a look at JNI in the past, but have not made anything real with it. I know C in theory, but am lacking practise. Tell me if I would be of help to you.

I still wonder if native bindings are the way to go or if a pure Java physics engine would perform just as well, with all the benefits of not having to deal with JNI.

The Newton engine is closed source - something that usually makes the guys around here run away screaming :). But I wonder if the programmers would be interested in a collaborative effort to produce a pure Java port?

A pure java physics engine would be really cool (especailly if the collission was a seperate lib too). But it would be an awful lot of work. Plus it’s not easy stuff to understand in depth.

It would be good to see though :slight_smile:

I would be interested in contributing to this project. Only if this will be a serious effort.

I’d be interested in using this project :slight_smile:
The less native code the better, it would be awesome if we had a good pure java physics engine.

Okay, so it seems I’ll have to contact Newton Dynamics developers :smiley:
I hope this would be a serious effort, because ODE has caused me serious headaches these days… ( :wink: )

arg … *wants to recall his vote

i’ve used odejava just in a small scale an it worked quite well for me … but after i read the comments i guess i should switch my opinion :confused:

Don’t swich your opinion based on those of others, if it worked for you, say so and be proud of it.

Personally I think a pure-Java port of ODE would be the way to go. I am using ODE in my game and have managed to work around most of the limitations. I find the XODE format very useful (I should since I created it), and it’s getting more so as more people support it in their loaders. Odejava has been around for a few years now and the Java side at least is fairly stable. Unless someone on the project were to be a physics guru, I think the best way would be to do a near 1:1 port of the code just removing pointers, so it wouldn’t be O-O, but then we’ve got the O-O interface working already with it. That way future ODE patches can also be evaluated and encorporated. For the record, there is no engineering reason why Odejava has to be an interface to native code (just a maintenance one).

One of the drawbacks aired previously about a pure-java port of ODE is that we would have to keep the java sources up to date with the ODE ones. This is becoming much less of an issue of late as the rate of ODE patches has slowed considerably (the sign of a fairly mature library I guess).

Regarding Odejava in it’s present state, DarkProphet, you mentioned that you had worked on the stability and improved it for your project and were going to submit some patches to Odejava – we’d love to have those patches :slight_smile:

I will be happy to devote time to a pure-java port of ODE. However, I am quite sick of carrying these projects on my own when the original creators become occupied with other things. It seems many people here are prepared to talk the talk, but not walk the walk. If you are seriously interested in this project meaning you can devote many hours in the short term and are intending to stick around long term, then lets talk.

Will.

I am no longer affiliated with Jme nor with Jme-Physics. I have not been active in that area in the last 4 months and no longer wish to do so. So its not up to me now, but up to the other developers to submit those patches for OdeJava.

DP

[quote=“William Denniss,post:18,topic:24732”]
Well, just let me be clear that I do NOT have the time to help code the port. I wish I did, but I have to be realistic. I don’t even have the time to code my game ideas :(.
I just think the idea of a pure java physics engine is a good one and would be one more thing to push java gaming forward.