Are there any Physics Engines for use with XNA GS?

Last post 05-01-2008, 2:25 PM by Lord Ikon. 13 replies.
Sort Posts: Previous Next
  •  01-04-2008, 6:02 PM

    Are there any Physics Engines for use with XNA GS?

    YES I Know there are more... I'm just to busy to do the research that I normally do. If you have any additions then please reply and at some point soon I will copy them all into the FAQ.

    There are no commercially available 100% managed physics engines at the moment. So if you want a game using Physics that will run on Windows and Xbox you need to use one of the following:

    2D only
    Farseer - Source and Silverlight port available

    3D
    JigLibX - Source available, port of C++ JigLib, formerly JiggleX
    BulletX - Source available
    Newton

     

     

    If you are targeting Windows only then you could wrap one of the native Physics engines:

    PhysX - MS Robotics Studio has a wrapper but check the license.



    The ZBuffer - News and information for XNA and Managed DirectX
  •  01-04-2008, 8:06 PM

    Re: Are there any Physics Engines for use with XNA GS?

    3D physics engines

    Ageia PhysX wrappers
    ------------------------------
    - Ask ajmiles! :P

    Bullet wrappers
    ---------------------
    User manual: http://bulletphysics.com/ftp/pub/test/physics/Bullet_User_Manual.pdf

    - BulletX: By XnaDevRu: Supports Xbox360 as well as windows. Updated recently (dec 21 2007).

    - XBAP: By Chris Cavanagh, buildt on BulletX above.

    ODE (Open Dyamics Engine) wrappers
    -------------------------------------------------
    User manual: http://ode.org/ode-latest-userguide.html

    - XPA (XNA Physics lib): XnaDevRu has a nice wrapper for, but it's majorly outdated and ODE is rumored to be bad/unstable. There's very little information about it, but the API is pretty friendly. Pretty easy to get up and running with simple collisions (even I made it!), but its hard to find what you need when problems occur, and its updated very slowly.

    Newton Game Dynamics wrappers
    --------------------------------------------
    - Newton physics: Was written in 8-10 hours so I guess its quality reflects that :P

    Others
    ------------

    - JibLibX: Port of C++ JigLib, formerly JiggleX. Demo looks really good! Might be a good alternative for people not requiring Xbox support.
    - Oops! 3D physics framework: In its early stages, but might still be worth a look.
  •  01-04-2008, 9:00 PM

    Re: Are there any Physics Engines for use with XNA GS?

    BEPUphysics is a 3D closed source engine available for free for noncommercial use, and is written entirely in managed code.

    www.bepuphysics.com

    I'm walking a bit of a fine line here in regards to posting rules and commercial use; I'm sorry if this is in violation, but I hope its ok!

  •  01-05-2008, 5:00 AM

    Re: Are there any Physics Engines for use with XNA GS?

    Xeethrax:
    3D physics engines

    Ageia PhysX wrappers
    ------------------------------
    - Ask ajmiles! :P

    I mentioned this on IRC, but to those that don't frequent the channel, I'll dig out the wrapper (some time on Sunday) I wrote when writing Fortify, make sure it works, and then post some sort of sample on how it should be used. It'll almost certainly be a 1 to 1 method call match for the native API as far as possible to ensure all existing documentation for the native API is most relevant.

  •  01-06-2008, 1:30 PM

    Re: Are there any Physics Engines for use with XNA GS?

    I think I have most of the community XNA links on my site in case anyone didnt know about it: XNA Community Links  - Physics Libraries. This is where I go when I'm looking for something :)

     

     


    Ziggy

    Microsoft XNA MVP

    Ziggyware XNA News and Tutorials
  •  01-14-2008, 11:05 AM

    Re: Are there any Physics Engines for use with XNA GS?

    Adam Miles:

    I mentioned this on IRC, but to those that don't frequent the channel, I'll dig out the wrapper (some time on Sunday) I wrote when writing Fortify, make sure it works, and then post some sort of sample on how it should be used. It'll almost certainly be a 1 to 1 method call match for the native API as far as possible to ensure all existing documentation for the native API is most relevant.

    Did you happen to dig out the wrapper on Sunday?

     


    The Spice Must Flow.
  •  01-15-2008, 8:32 AM

    Re: Are there any Physics Engines for use with XNA GS?

    Not on Sunday specifically, but I dug out what I had, tidied up a few bits and have put the project onto Google Code. There's the library itself and a small test application I wrote that basically creates a small world, a plane and spawns spheres so you can see what's going on.

    The bits that are wrapped so far are enough to get a world up and running and probably let you create planes, spheres, boxes and some joints, but you'll have to have a look at the C++/CLI code for the wrapper to work out whether the class/method you're after has been wrapped.

    I suspect the way I'll work this is if people desperately want a certain bit wrapped or a certain method wrapped that I've not yet down, leave an issue on the tracker and I'll make it a priority. I'll try and keep working on this fairly regularly, but now I have a job it's going to be evenings and weekends only for now.

    http://code.google.com/p/physxdotnet/

  •  01-16-2008, 7:59 AM

    Re: Are there any Physics Engines for use with XNA GS?

    Hmm... I can't find any files there on the google code...

    http://www.codeplex.com/untitled
  •  01-16-2008, 8:14 AM

    Re: Are there any Physics Engines for use with XNA GS?

    All the code is located in the SVN Repository located at: http://physxdotnet.googlecode.com/svn/trunk/

    You'll need an svn client (such as Tortoise SVN) to check out the latest code. To compile the library itself you need both a version of Visual Studio that supports C++ and also the PhysX SDK installed. There's also a debug and release DLL in the library folder which can be used with the Test1 sample and Lesson101.

  •  01-19-2008, 7:37 PM

    Re: Are there any Physics Engines for use with XNA GS?

    @Adam Miles...

    Thank you very much for this! Excellent work.


    The Spice Must Flow.
  •  01-20-2008, 7:29 AM

    Re: Are there any Physics Engines for use with XNA GS?

    Adam Miles:

    All the code is located in the SVN Repository located at: http://physxdotnet.googlecode.com/svn/trunk/

    You'll need an svn client (such as Tortoise SVN) to check out the latest code. To compile the library itself you need both a version of Visual Studio that supports C++ and also the PhysX SDK installed. There's also a debug and release DLL in the library folder which can be used with the Test1 sample and Lesson101.

     

    Great work!! Keep the good work!

  •  01-27-2008, 7:19 PM

    Re: Are there any Physics Engines for use with XNA GS?

    ...and if 2D soft-body physics is your thing, I've released Jello Physics. :)

    Go Go Gadget XNA!
  •  04-26-2008, 4:57 AM

    Re: Are there any Physics Engines for use with XNA GS?

    If you would like to try out physics, which is the easiest engine to try with?
    Are there any tutorials out there? I'm having a hard time finding any.

    Thank

    Ph
  •  05-01-2008, 2:25 PM

    Re: Are there any Physics Engines for use with XNA GS?

    You may try JigLibX, it natively uses C#, it was ported over from C++. We're currently using it as a physics engine in our game engine so we can have physics support on the 360. We're using a wrapper around Ageia PhysX for Windows though, it is much more efficient and fully featured than JigLibX, which is to be expected.
    XNA QuickStart Engine | My site
    "I'll be whatever I want to do!", Philip J. Fry
View as RSS news feed in XML
©2007 Microsoft Corporation. All rights reserved. Privacy Statement Terms of Use Code of Conduct Feedback