I wanna point out that there are definetly some out there looking ;D
this guy made his own plugin
https://www.youtube.com/watch?v=6O8_WX88QnIi think he would a great addition to you guys and
When looking here
https://sourceforge.net/projects/newton-dotnet/you can see that an 3 year old wrapper still gets downloads because people seem to be interested in something like that.
I personally dont know how the feature sets of physx and newton are overlapping and if newton is lacking in an area which is important to a majority of people. Particles come to mind and im asking myself if its possible to use both physics engine in some ways together.
From a collision point of view thats clearly impossible but a simple particle system is also not that difficult to make a think. At least when its not doing 100k of particles ;D
And when it comes to popular engines you can only go for ue4 or unity and one could think and arque its better because you can get in the source and you can add your code native. But Since physx is pretty deep in that based too you would have a nightmarish time to get playing nicely with the basic components and stuff. Then theres the point that major AAA studios wont change the engine they will stick to physx that im pretty sure of. They want the name and the Gameworks stuff for the fanboys and because of all the other wrong reasons ;D
And the new indie and hobbiest userbase likes mostly to use the bloody blueprinting stuff ... a thats the other nightmare you basicly have to have a blueprint for every bloody class you write.
Many of them a grphic artists and those wont need this also because they dont do games that involve that much coding and Physicslogic.
I got crashes when i tried my own classes to use without going over an blueprint. So i dont blelieve you will find many adventures people there when it comes to physics. Even tho there are some that are unhappy with the state of the vehicle model like me. Compile times can also be a nightmare when you got an older cpu like me. And i doubt somehow that a simple plugin would do the job in unreal.
And Users like me would never touch ogre and most smaller studios choose Unity for the complete package and the wide range of platforms it can build to.
At least with unity you know its doable there is a halfway working bullet plugin which is mostly unkown for some reason since i didnt find it last year since then there was only a dead facebook page fo a plugin which then got some attention but the guy never followed through.
The bullet plugin i got is from here:
http://www.digitalopus.ca/site/bullet-p ... -unity-3d/there is a facebook page which got 700 friends but i dont think thats the same guy and that plugin never saw the light of day ...
https://www.facebook.com/unitybulletphy ... noscript=1But it shows that people are indeed open for alternatives.
Just wanted to give some thoughts about this.
Good night ;D