Don’t get me wrong. Physx is great, fast and reliable, but sometimes you can’t do everything with it for a physics based 2d game, and since it is closed source, you can’t extend it either (or rely on messy workarounds).
I decided to port Farseer/Box2D because I had a lot of struggle with making custom controllers and joints to work properly on Physx.
Awsome! Aldough I must say that I just couldn’t get it to do what I wanted with flash as3… Well lets hope I’m a better programmer now Would it be possible to combine this with 3d objects?
Is it possible to contrain cube’s rotation? (I don’t want it to rotate, only to move)
I’m a bit new to box2d concepts - sorry if the question is stupid :).
Since I’m developing a 2D game this could be a great alternative to PhysX but before switching Farseer I’d like to know if anyone has compared these 2 performance-wise.
Can anyone share their experiences? (especially on mobile devices that is)
Any 2D physics solution is infinitely faster than a 3D physics one - even when the second is low-level optimized. At least with a huge number of objects the Box2D-derived solutions wipe the floor with PhysX in terms of performance. Of course in an ideal world Unity would give us a low-level Box2D implementation, and we’ve saw they working on it in the latest Ninja camp with astounding results, but I wouldn’t count on that kicking into Unity anytime soon. No matter how many 2D users they have, the absolute majority have Unity indie (free) licenses, so 3D will keep being their priority.