
Physics engine and OpenTK
Posted Tuesday, 15 June, 2010 - 19:05 by migueltkThis is a small example of what can be done with the physics engine Jitter and OpenTK.
Regards, ...
| Attachment | Size |
|---|---|
| JitterCar.7z | 417.1 KB |
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Re: Physics engine and OpenTK
Yeah!!! This rocks badly.
Re: Physics engine and OpenTK
Hi, flopoloco
Sorry, I do not really understand what you mean, I hope something positive.
I just want to prove that a world without XNA is possible. In the future try to make a better demo using Jitter and OpenTK.
Regards, ...
P.D: JitterCar.7z are the sources of the demo.
Re: Physics engine and OpenTK
Dude I'm agree with you(I guess we have the same story - XNA past).
Youv'e done a really good job!
Re: Physics engine and OpenTK
Yeah I said it in a good way! This example is very helpful for anyone who needs a head start in 3D game programming using OpenTK.
Re: Physics engine and OpenTK
Thanks!!
Re: Physics engine and OpenTK
A friend of mine tested the example successfully on a Mac with MonoFramework.
OpenTK and JitterCar is crossplatform by default. Good job!
:D
Re: Physics engine and OpenTK
Anyone know how Jitter physics engine compares to Newton physics and bulletSharp?
Re: Physics engine and OpenTK
Jitter is the basic staff...
The others are bigger than Jitter, but it's unmanaged code.
Jitter's advantage is that it's fully managed code, which mean faster(not a wrapper).
Re: Physics engine and OpenTK
FYI: There is currently one Bulletsharp openTK basic demo, but a couples of SlimDX demo.
http://code.google.com/p/bulletsharp/
Re: Physics engine and OpenTK
Jitter's advantage is that it's fully managed code, which mean faster(not a wrapper).
That will be a hard way to make managed code faster than unmanaged code. ;-)
Under some environments (like here with .net) that can happen, but that is not the rule.