I only twice looked into Newton closer when it still was in a V1.x state. Would you say in the current V2 Beta state that it's better than ODE? Is ODE less feature rich but maybe more stable? The last update of ODE was in summer last year if i remember correctly. How often does Newton get updates?
Developing two physics modules at this stage sounds after redundance to me. The work better should be invested into agreeing on one, the overall better, solution and getting this as smooth and complete as possible done.
Years ago i mainly worked with Havok but nowadays i'm almost completely into PhysX. Anyway i don't know other methods of receiveing and handling physics events than using callbacks but that also would mean that you'll have to provide two timing methods like physics related ones and gfx related ones.
What i really find nice in Unity is that you can create physics objects with timers so that you for instance can easily let bodies explode or disable them once the timer is over. It also would be nice if you could add functions to a physics body like, if you hit this body then do the following.
Are bsptrees still the way to go these days?
Developing two physics modules at this stage sounds after redundance to me. The work better should be invested into agreeing on one, the overall better, solution and getting this as smooth and complete as possible done.
Years ago i mainly worked with Havok but nowadays i'm almost completely into PhysX. Anyway i don't know other methods of receiveing and handling physics events than using callbacks but that also would mean that you'll have to provide two timing methods like physics related ones and gfx related ones.
What i really find nice in Unity is that you can create physics objects with timers so that you for instance can easily let bodies explode or disable them once the timer is over. It also would be nice if you could add functions to a physics body like, if you hit this body then do the following.
Are bsptrees still the way to go these days?