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There isn't much more to the question. I'm not concerned about overhead, as I'm sure they are both fine for my purposes. Basically, I am familiar with Box2D concepts because of the Farseer Physics Engine, but I want to use Bullet when I make the jump to 3D stuff. Perhaps Bullet has some educational value for me even in the 2D realm?

The generalized version of the question is: should I use a 3D physics engine for a 2D game if I plan to utilize a 3D physics engine in the future? Or is this a waste of time which would not provide educational value?

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    \$\begingroup\$ I think this question hinges heavily on how much the "sake of learning Bullet" is important to you. \$\endgroup\$
    – Tetrad
    Dec 1, 2010 at 23:19
  • \$\begingroup\$ The generalized version of the question is: should I use a 3D physics engine for a 2D game for educational value and potential future usefulness? As stated, I am planning on utilizing a 3D physics engine in future projects. \$\endgroup\$ Dec 1, 2010 at 23:21
  • \$\begingroup\$ It isn't that much of a jump from engine X to engine Y, just how things are done are slightly different. \$\endgroup\$ Dec 2, 2010 at 16:54
  • \$\begingroup\$ There is an official Bullet 2D example at: github.com/bulletphysics/bullet3/blob/2.83/examples/Planar2D/… It is classified under "Experiments" in the example browser. \$\endgroup\$ Apr 21, 2016 at 17:02

2 Answers 2

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Why not treat them separately?

You have a 2D game; use the right engine/tools to make that game the best it can be.

You want to mess around with a 3D engine to learn it; then mess around with it, make some simple 3D games or apps, but keep that separate from the other game you're working on.

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My generally feeling is always that learning to use something in the wrong context is not a valuable exercise.

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  • \$\begingroup\$ can't agree more, you grab something always for some purpose. learning for future use sounds academic not practical \$\endgroup\$
    – zinking
    Jun 11, 2012 at 1:37

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