There are many physical engines available for Ogre, and many developers have already written the adapter, connecting two ogre with other physics engines.
The more famous is:
Nxogre: Connect Ogre and PhysX.
Http://www.ogre3d.org/tikiwiki/NxOgre
OGRENEWT:
Http://www.ogre3d.org/tikiwiki/OgreNewt
Http://www.ogre3d.org/tikiwiki/OgreNewt+2
The integration is Newton, the open source physics engine.
Ogreode:
Http://www.ogre3d.org/tikiwiki/OgreODE
The integration is ODE.
Ogrebullet:
Http://www.ogre3d.org/tikiwiki/OgreBullet
It is said that bullet is the third largest physics engine after Havok,physx, so that is the first in the open source? However, it seems that the integrated project has not been updated.
After the choice, decide or look at the OGRENEWT.
Want to use the latest will go to svn upload, download an svn, and then install.
Create a new folder to put Ogrenewt, right-click Check out, add the following address:
Https://svn.ogre3d.org/svnroot/ogreaddons/branches/ogrenewt/newton20
You can go to the latest version, this version can only be used for Newton2.33.
to Newton official website download Newton2.33 (possibly to googlecode up and down):
http://newtondynamics.com/forum/downloads.php
Toss one day, finally can run the first demo. Sure enough, the first few people who eat crabs are likely to become martyrs ...
With Ogre1.74 and Newton2.33 integration of OGRENEWT, and in the VS2010 compiled, there are a variety of problems need to solve their own. Feel foreigners do not like 2010, feel is a chicken, also advised you not to spend money to buy.
Search a lot of English materials, first put the link to deposit here.
Solve
Error C2664: ' void Std::tr1::_function_impl2<_ret,_arg0,_arg1>::operator () (_ARG0,_ARG1) const ': Cannot convert Parameter 2 from ' boost::arg<i> ' to ' ogrenewt::body * '
http://www.ogre3d.org/addonforums/viewtopic.php?f=4&t=14610
A more complete compilation of Newton and OGRENEWT guided tutorials:
http://www.ogre3d.org/addonforums/viewtopic.php?f=4&t=14859
It probably is:
1. To open the Build.sln in the packages\projects\visualstudio_2008 folder, my side is open with 2010, the ogre path is configured well. Now 2010 the entire VC directory configuration in place, in the view-"Property manager configuration, you can freely choose a few projects configured to a directory, a lot of convenience.
2. After the conversion, the direct generation can get the debug version. Then go to packages\win32\ under each folder to copy Dmath_d.lib, Dscene_d.lib, Tinyxml_d.lib and Dcontainers_d.lib to packages\win32\ Debugdll folder, be careful not to copy and overwrite the existing newton_d.lib and djointlibrary_d.lib two libraries in the folder.
3. Match the environment and compile the OGRENEWT.
Then pay attention to see what is missing, such as link error, it is likely to be missing some Lib library, to copy these libraries to your project can refer to the directory library.
Finally, if the build succeeds, but the window does not appear, you should pay attention to check the ogre log. The main problem here is that the current version of Ogre is reading the resources and plugin files in the back _d at debug time.
At the moment I can only run the first basic demo, the subsequent compilation is problematic.
The second demo question:
Error C2259: "Ogrenewt::basicraycast" cannot instantiate an abstract class:
http://ogre3d.org/addonforums/viewtopic.php?f=4&t=29244
Is that the parent class's abstract method subclass does not overwrite the implementation.
The runtime now has a pure virtual function error. Really collapsed. Can't stand, I still change nxogre try well, originally thought I this computer not alone show can not use, later discovered should have software simulation, just relatively slow only.
Http://devsupport.ageia.com/ics/support/default.asp
The top officer online download PhysX SDK, to log in, and then download to the download page.
To find a good PhysX basic introduction of the blog:
http://blog.csdn.net/xoyojank/article/details/4368968
Ogre related physics engine