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Re: Newton 2 wrapper
[Re: DarkSoul]
#295107
10/22/09 23:50
10/22/09 23:50
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Joined: Aug 2004
Posts: 1,345 Kyiv, Ukraine
VeT
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OP
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Posts: 1,345
Kyiv, Ukraine
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2DarkSoul, You may see my example levels, wiki, headers and ChangeList.txt to find what you want I spend too mush time on Character controller, i even launched it one time, but now it crash again... Tomorrow i'll try to finish it. Also, i added Newton Visual Studio's project to work with lite-c, so now i even can debug JointLibrary.dll in runtime. Hope that would help.
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Re: Newton 2 wrapper
[Re: VeT]
#296036
10/29/09 11:01
10/29/09 11:01
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Joined: Aug 2004
Posts: 1,345 Kyiv, Ukraine
VeT
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http://depositfiles.com/files/ae1l0tprov.23 - tested with Windows 7, build 7600. Found bug on Power Mouse map. - Newton is updated to Newton 2.10 - JointLibrary is updated to Newton 2.10 - updated map10.c, physic object position changings demo, just press Space button Firoball, i remember about your joints, but for now i must finish with character controller and car
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Re: Newton 2 wrapper
[Re: VeT]
#296435
10/31/09 19:32
10/31/09 19:32
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Joined: Jul 2007
Posts: 959 nl
flits
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thx for the update
the demo works oke (except power mouse)
now i got a strange problem i got a very old game with newton (wich is old to) no i try to include the new one
the problem is that my block is valing trowh a entity with the flag8 attached(didnt try geomtry) if i use the old dll it doesnt
is there any explanation fore this?
flits
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Re: Newton 2 wrapper
[Re: VeT]
#296540
11/01/09 16:31
11/01/09 16:31
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Joined: Jul 2007
Posts: 959 nl
flits
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User
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Posts: 959
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i checked all of my code in the script that replaced your main.c opend old headers
it works again
thx anyway
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Re: Newton 2 wrapper
[Re: flits]
#296729
11/02/09 16:48
11/02/09 16:48
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Joined: Aug 2009
Posts: 1,438 Spain
painkiller
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Posts: 1,438
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can I desactivate gravity in the newton engine? I need to desactivate it for creating a spaceship simulator
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
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Re: Newton 2 wrapper
[Re: painkiller]
#296736
11/02/09 17:11
11/02/09 17:11
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Joined: Jul 2007
Posts: 959 nl
flits
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User
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Posts: 959
nl
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in the newton_main.c you will find void onforceandtorque(...
change the -9.8 to 0 that makes zero grav
hop this helps you
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Re: Newton 2 wrapper
[Re: FBL]
#296752
11/02/09 18:41
11/02/09 18:41
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Joined: Aug 2009
Posts: 1,438 Spain
painkiller
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ok, thanks. Where i can find a tutorial with the functions of the engine? like adding forces, torques, etc.
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
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Re: Newton 2 wrapper
[Re: painkiller]
#296754
11/02/09 19:02
11/02/09 19:02
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Joined: Jul 2007
Posts: 959 nl
flits
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void my_onforceandtorque(NewtonBody* body)
{
float mass, ixx, iyy, izz;
NewtonBodyGetMassMatrix(body, &mass, &ixx, &iyy, &izz);
NewtonBodySetForce(body, vectorf(0, 0, 0));
}
function player()
{
wait(2);
newton_addentity(me, (float)(9), NEWTON_BOX,my_onforceandtorque);
...
ore
function player()
{
wait(2);
newton_addentity(me, (float)(9), NEWTON_BOX,NULL);
...
didnt test it but should work
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