Yes, I've poured over all the threads and realise that everyone has their personal favourite engine. I also notice people say some engines are better at things than others (case in point is one of the engines can't handle car simultations very well and you end up with either a 0% or 100% grip situation).
I haven't played with physics yet and at this point my project has only one aspect that needs a physics library that is different to what I've read on the forums. As I'm dealing with spheres running through tubes, and not eg. a car on a road, or 3rd person shooter, there isn't much in the way of previous posts.
Therefore I'm hoping someone can tell me which library will suit an environment where a sphere requires collision management on all sides. If the answer ends up that Newton, ODE, Tokamak etc will all do the job then that's what I need to know (not which one is better, I can read everyone's posts for that). But if one is suited (or conversely NOT suited) to my application, knowing that will help me immensely.
Thanks to everyone who's replying, If you have any ideas regarding spheres in tubes, I'd love to hear them.
I haven't played with physics yet and at this point my project has only one aspect that needs a physics library that is different to what I've read on the forums. As I'm dealing with spheres running through tubes, and not eg. a car on a road, or 3rd person shooter, there isn't much in the way of previous posts.
Therefore I'm hoping someone can tell me which library will suit an environment where a sphere requires collision management on all sides. If the answer ends up that Newton, ODE, Tokamak etc will all do the job then that's what I need to know (not which one is better, I can read everyone's posts for that). But if one is suited (or conversely NOT suited) to my application, knowing that will help me immensely.
Thanks to everyone who's replying, If you have any ideas regarding spheres in tubes, I'd love to hear them.