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[Newton] Breakable Objects / Bruchstücke
#295902
10/28/09 14:06
10/28/09 14:06
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Joined: Nov 2007
Posts: 2,568 Germany, BW, Stuttgart
MasterQ32
OP
Expert
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OP
Expert
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
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Hallo, gibt es die Möglichkeit, in Lite-C dieses Feature von Newton zu verwenden?? Hello guys, is it possible to use this feature of newton in Lite-C?? Video Richi007
Last edited by Richi007; 10/28/09 14:07.
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Re: [Newton] Breakable Objects / Bruchstücke
[Re: MasterQ32]
#298152
11/12/09 15:28
11/12/09 15:28
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Joined: Jul 2009
Posts: 150
Blackchuck
Member
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Member
Joined: Jul 2009
Posts: 150
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Hy I have the same questins like you! I will try to find it in the newton forum. When I know it I will tell it to you.
I have know Gamestudio/A7 Commercial Edition 7.84
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Re: [Newton] Breakable Objects / Bruchstücke
[Re: darkinferno]
#298287
11/13/09 14:57
11/13/09 14:57
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Joined: Jul 2009
Posts: 150
Blackchuck
Member
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Member
Joined: Jul 2009
Posts: 150
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So that meens that (when we use newton) we must wright everithing in a totaly other way.
I have know Gamestudio/A7 Commercial Edition 7.84
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Re: [Newton] Breakable Objects / Bruchstücke
[Re: darkinferno]
#298337
11/14/09 10:50
11/14/09 10:50
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Joined: Aug 2004
Posts: 1,345 Kyiv, Ukraine
VeT
Serious User
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Serious User
Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
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Yep, but you must know, which system is good for what For example, i learn physic systems (Newton, Bullet, PhysX), worked a lot with different AI systems (Perfect, A-star), but i NEVER would start to learn shaders
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Re: [Newton] Breakable Objects / Bruchstücke
[Re: VeT]
#298352
11/14/09 12:40
11/14/09 12:40
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Joined: Jul 2009
Posts: 150
Blackchuck
Member
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Member
Joined: Jul 2009
Posts: 150
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But maby we don`t musst to lern everithing. We could make somthing like vocabularies, I meen it like this; Lets take vocabularies from german in english:
german Auto in englisch car
And know from lite-c to newton;
lite-c:
action ball() { phent_settype(my,PH_RIGID,PH_SPHERE); phent_setfriction(my,90); phent_setmass(my,5,PH_SPHERE); phent_setelasticity(my,75,100); phent_setdamping(my,30,5); ph_setgravity(vector(0,0,-500)); }
to newton:
float QUANTTOMETER = 0.03125; float METERTOQUANT = 32;
#include "NewtonMain2.18.c" #include "NewtonAPI2.18.c"
NewtonWorld* nworld;
#include "matrix.c" #include "newton_materials.c" #include "newton_main.c" #include "newton_debug.c"
void quit() { newton_stop(); } void newton_start() { wait(2); newton_start(); on_exit = quit; while(1) { newton_update(); wait(1); } }
action ball_newt() { wait(3); newton_addentity(me, 5, NEWTON_SPHERE, onforceandtorque); }
That would be a idea.
I have know Gamestudio/A7 Commercial Edition 7.84
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Re: [Newton] Breakable Objects / Bruchstücke
[Re: VeT]
#298353
11/14/09 12:44
11/14/09 12:44
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Joined: Sep 2003
Posts: 9,859
FBL
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 9,859
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Integrating Newton is not too difficult. The ugly part is getting the matrices right and converting the mesh data (imho), but ventilator and vet have already done this for us I've extended the mesh converter so it only reads certain mesh subsets. This allows me to use simpler geometry for collision and complex geometry for display - without the need to have to use two models and reference each other.
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Re: [Newton] Breakable Objects / Bruchstücke
[Re: FBL]
#298354
11/14/09 12:45
11/14/09 12:45
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Joined: Sep 2003
Posts: 9,859
FBL
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 9,859
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void newton_start() { wait(2); newton_start(); ... now that's an endless loop
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