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Help with Newtons(Ventilator) #37056
11/26/04 22:40
11/26/04 22:40
Joined: Apr 2004
Posts: 44
S
Stelynn Offline OP
Newbie
Stelynn  Offline OP
Newbie
S

Joined: Apr 2004
Posts: 44
I am using Newtons physics in my games. The problem lies when trying to save a game. I am able to go through all the entities and reset their positions and active states when saving and reloading games, however I can only do this on entites that are created in Wed. If an entity is set up to be destructible, Newton will remove it from its engine and spawn new entites. This is where my problem lies. If on saving a game new entites have been spawned and the parent entity was removed, how do I capture this when saving the game and restore it later when reloading it.

Re: Help with Newtons(Ventilator) [Re: Stelynn] #37057
12/04/04 15:07
12/04/04 15:07
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline
Serious User
Drew  Offline
Serious User

Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
best bet is to post in the Newton forums, you won't find too many fans here Im not sure myself how to do it...

http://www.physicsengine.com/forum/


Drew Medina
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Re: Help with Newtons(Ventilator) [Re: Stelynn] #37058
12/05/04 19:06
12/05/04 19:06
Joined: Sep 2003
Posts: 648
Switzerland
snake67 Offline
User
snake67  Offline
User

Joined: Sep 2003
Posts: 648
Switzerland
Why not do a scan with BIG cone and set a indicator. In the event function you could remove the newton collision objects like this:

dll_handle=newtonHandle;
NewtonRemoveEntity(me);

Since you are working with newton, you can probably help me in return. I have problems creating hinges. They rest visible. I have a small test level and a project level. Both with the same script set and i use no templates.

Help would be nice!


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