   Math and Physics Library
  Hi,I'm creating a simple cross-platform (Windows, Linux, and OSX) game engine (C++ with OpenGL and SDL) and got into a stage where I need to do physics (collision detection etc). Since I'm doing this for my Uni final year project, is it better to build my own Math and Physics Library or should I just use an existing library?I mean in terms of future employment, will it matter if I did or didn't built it myself as long as the engine is is complete and fully functional?Also please point me out onto a good cross-platform Math or Physics Library.Regards,Dana   
  Well here it is as I see it:1) We are in a recession and games are very very commodity (not necessity).This implies that work is harder to come by. That breaks it into:a) Studios like seeing applicants who can be self sufficient.Which obviously points to you doing it yourself however,b) Studios like polish, the more the better.If you can use an amazing library in order to develop a killer tech demo or add more polish to your engine, some studios will see that as a plus.Essentially what I'm trying to convey to you is that if you take the effort that was spared of you by not hand coding physics and add something else, you will have around the same chance.However, if you can't do that either because of time constraints or you don't have the patience to make a polished final project, I'd write the physics myself if I were you.Either way, one thing that has caught my eye recently that I believe may be of interest with you is Google V8. This doesn't count as a library for any developer worth his salt, and in fact if you implement it, it abstracts the use of your engine for the end user (a big +).Now back on topic with the physics libraries. There is a pretty comprehensive list in the FAQ, but for an easy to use framework I'd try Box2D or Chipmunk for 2D and Bullet for 3D.If you plan to go with accelerated physics, I've heard good things about PhysX.   ;Quote:Original post by lefthandmanEither way, one thing that has caught my eye recently that I believe may be of interest with you is Google V8. This doesn't count as a library for any developer worth his salt, and in fact if you implement it, it abstracts the use of your engine for the end user (a big +).Er... you're pointing him to a &#106avascript VM implementation? WTF?OP, physics is probably the most common feature to use middleware out there. If you want to be a physics programmer, then you should do physics stuff; if not, you'd probably be better served by having experience integrating common physics middleware such as PhysX.   ;Quote:b) Studios like polish, the more the better.Glad to hear that ;)   