What engine should I choose?

Hello all,
I am looking for a physics engine that can properly simulate physics as shown in the simulation of karl sims.


I almost finished my first 2d java program and I want to now move on to 3d.
For the 3d engine I choose to use jmonkey engine, which I have some experience with.
I did some research and jbullet seems a good option for physics, but I could not find any information about the simulation of physics in a water environment like shown in the video.
So what kind of physics engine would you suggest to recreate something like this?

I suggest you stick to 2D for a bit and try some 2D physics first and save yourself from becoming completely overwhelmed. (My suspicions are aroused by “I almost finished my first 2d java program”)

Cas :slight_smile:

what suspicions? and why should I stick to 2d?
it may sound bad that I finished my first project, but its a really big project that I have been working on for over a year. Besides that I made some small 3d test projects with jmonkeyengine. So I dont consider myself to be a beginner.
Also physics in a physics engine shouldnt be that overwelming right?
Isnt the point of a physics engine that it will handle that overwelming stuff for you?

JMonkeyEngine supports Bullet with JBullet and with its own binding. You should rather ask questions about this engine on its forum.

I ment which physics engine should I choose.
jmonkeyengine is just the 3d engine I choose, but I might choose another one.
Finding the best physics engine is the top priority for me.

JMonkeyEngine uses JBullet for physics, it has a good integration for it.

Jinngine is no longer maintained, dyn4j is mainly for 2D. I only see Bullet which is tightly integrated within JMonkeyEngine through JBullet (until 3.0) and its own Java binding for the Bullet API which is a preferred way of using Bullet with JMonkeyEngine since its version 3.1. I’m sorry, I would have been very happy to advise you to use JogAmp’s Ardor3D Continuation but we have no physics integration yet.

My apologies - we get a lot of beginners jumping in at the deep end here and plaguing people with questions about basics when they’re trying to write MMOs or voxel engines.

Cas :slight_smile:

I don’t think you will find any preexisting physics engine that can do underwater swimming behavior for you. You could use one of the above mentioned engines and then try to calculate a simplified version the swimming related forces yourself and then tell the engine to apply those forces to your objects… You could look into how flight simulators simplify their similar fluid dynamics problems by trying to precalculate the various lift/drag forces on their plane surfaces over a range of angles of attack and speeds.

Thats what I was afraid off.
Thanks evertone for your advice. Looks like jbullet is the right one for me to use.

It is not as hard as it sounds.

See site 234 at/in (what is right here, at or in (i guess both are wrong…) ?) the amazon book preview.

ClaasJG

p.s. I recommend the book :slight_smile: