Physics engine comparison
Quick facts for hardware support:
- For the time being, hardware support for doing physics on GPU (all shader model 3.0 chips) such as from ATi and NVIDIA is only supported by the Havok Physics engine.
- The PhysX PPU adapter from AGEIA is only supported by the PhysX engine.
Open source physics engines
ODE
Open Dynamics Engine (ODE) http://www.ode.org/
Bullet
OPAL
OPAL is a high-level interface for low-level physics engines used in games, robotics simulations, and other 3D applications. Features a simple C++ API, intuitive objects (e.g. Solids, Joints, Motors, Sensors), and XML-based file storage for complex objects.
http://ox.slug.louisville.edu/~o0lozi01/opal_wiki/index.php/Main_Page
DynaMo
Gangsta
Gangsta In Beta, low activity.
Free closed source physics engines
Newton Game Dynamics
Free SDK, closed source. http://www.newtondynamics.com/
unofficial wiki with documentation http://walaber.com/newton_wiki/index.php?title=Main_Page
Features
Platforms: Linux, Mac, Windows
Tokamak
Free SDK, closed source. http://www.tokamakphysics.com/
True Axis
Free for non-commercial use, closed source. http://www.trueaxis.com/
Commercial physics engines
Engines with closed sources, with a SDK, but which will charge us money for using them:
PhysX
One has to register to get the SDK for the PhysX adapter. http://www.ageia.com/developers/index.html
BTW: the unreal engine already supports PhysX accerlaration, do they use this SDK?
Havok Physics
one can register to obtain a “free Havok Evaluation Copy” Havok does other things like FX and animations as well
Features
what the homepage says:
- Collision Detection - including Continuous Physics™
- MOPP™ Technology - for compact representation of large collision meshes
- Dynamics and Constraint Solving
- Vehicle Dynamics
- Data Serialization and Art Tool Support
- Visual Debugger for in-game diagnostic feedback
Havok FX supports physics calculation on all shader model 3.0 graphics chips such as from ATi and NVIDIA.


