newton or ode?

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Which would be the best for me to use?
My game is a 3d platformer and im really happy with the character control, collisions etc but am thinking of porting it over to using a physics library so i can have stuff like falling boxes, barrels etc and having stuff getting broke/knocked over etc.
What problems are their for using a physics engine for character control? I know newton has a UpVector joint.

Both ODE and newton has breakable joints etc, for personal experience I'll say Newton, however both Newton Wrapper and JV-ODE aren't free.

I think it depends on your needs.
I'm currently integrating a fully Physicsystem to miniB3D with Newton as the working engine in the background and it works very well.

I don't know much about ODE so I list here some advantages of Newton only(so no guarentee that this is right):
Newton:
very accurate, a bit slow compared to other physic system due to this
highly complex systems are possible
HW support in the next versions
best complex mesh collisions system I've seen
Easy Character Controlling, but as everything you have to play around with it to understand whats going on under the hood.

Hope this helps you a bit.